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Author SHA1 Message Date
bryanthaboi 78e8a31ead Merge pull request #1280 from bryanthaboi/dev
Update build_appimage.sh
2026-08-14 10:44:43 -04:00
bryanthaboi b6388013ec Update build_appimage.sh 2026-08-14 10:40:36 -04:00
github-actions ba7cd8fabf chore(ios): update app-repo.json [skip ci] 2026-08-14 10:28:05 -04:00
bryanthaboi c8f7f396ce Merge pull request #1278 from bryanthaboi/dev
updates changes and modifications
2026-08-14 10:19:00 -04:00
bryanthaboi a94fecfec8 Closes #919, closes #982, closes #1003, closes #1012, closes #1022, closes #1028, closes #1033 2026-08-14 10:05:51 -04:00
bryanthaboi 2010ba71a6 better hover 2026-08-14 07:20:48 -04:00
bryanthaboi e90dff6764 Merge branch 'grandmas-kitchen' into dev 2026-08-14 07:13:00 -04:00
bryanthaboi f4658b89ae Merge pull request #1246 from 1Jamie/fix/gen2-battle-rng-static-damage 2026-08-14 05:57:51 -04:00
bryanthaboi da63163216 Merge pull request #1242 from AverageConsumer/codex/final-frame-output-hooks 2026-08-14 05:55:26 -04:00
bryanthaboi fceaa2b54c Merge pull request #1240 from AverageConsumer/codex/gen2-battle-ui-visibility 2026-08-14 05:54:22 -04:00
bryanthaboi be2ef46ebc Merge pull request #1247 from ShaneMcGovernIE/fix/1243-tm-sell-at-marts 2026-08-14 05:53:30 -04:00
bryanthaboi d8e86e6878 Merge pull request #1258 from TheRealSolidusSnake/feature/ship-gen1tls-windows 2026-08-14 05:52:52 -04:00
Solidus Snake 7e57e3174e Ship gen1tls.dll in Windows release zips.
TLS source landed earlier, but release CI never packaged the dialer, so
hosted archipelago.gg rooms (wss://) failed on stock Windows builds.
Build the Native AOT DLL on windows-2022 and bundle it from build.sh.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-13 22:38:04 -04:00
1jamie dfeacc36b0 - adding ability to specify gen specific deps in manifest system.
- fixed issue with wayland users drag and drop causing CTD
2026-08-13 18:18:59 -05:00
ShaneMcGovernIE 1586aec9f6 fix(gen2): sell TMs at Poké Marts instead of opening the teach party
Selecting a TM in the mart's SELL pack (and the item PC's DEPOSIT pack) opened the teach-party screen: PackMenu:useSelected taught any item carrying `teaches`, even when the pack was built as a chooser (DepositSellPack, world = {}). On the cart that chooser's jumptable is four ScrollingMenus and never reaches tmhm.asm, so the row must hand back to the caller instead.

Gate the teach and field-NOUSE branches behind world.useFieldItem so only the real field PACK teaches; choosers now hand TMs to onChoose. Selling then prices a TM at half its ItemAttributes price -- exactly half of what the Goldenrod/Celadon TM shelves charge, and half of the hidden price for the rest, the way SelectQuantityToSell -> GetItemPrice -> Sell_HalvePrice does on the cart.

Closes #1243
2026-08-13 23:55:31 +01:00
1jamie 35d44efb8b fixes to the failing test systems 2026-08-13 17:44:45 -05:00
1jamie 500d8c2c07 feat(mods): enhance mod management with profile controls and dependency checks
- Added dedicated profile control in the MODS panel for easier profile management.
- Implemented dependency checking during mod installation and updates to ensure compatibility.
- Improved manifest parsing to support GitHub repository hints for dependencies.
- Enhanced UI interactions for saving and renaming profiles.
- Updated tests to cover new functionality and ensure stability.
2026-08-13 17:33:29 -05:00
AverageConsumer 09204daa28 feat(mods): expose opt-in final-frame output hooks 2026-08-13 23:04:46 +02:00
github-actions 01329758ff chore(ios): update app-repo.json [skip ci] 2026-08-13 16:49:24 -04:00
AverageConsumer 7b8cb127a8 feat(gen2): share battle UI visibility hooks 2026-08-13 22:41:26 +02:00
bryanthaboi 8e4d5b6807 Merge pull request #1239 from bryanthaboi/dev
something for avg consumer and something for everyone else
2026-08-13 16:40:04 -04:00
bryanthaboi 26e9e1d597 Merge pull request #1238 from AverageConsumer/codex/gen2-map-overview-parity
feat(mods): expose map overviews in Gold
2026-08-13 16:30:47 -04:00
bryanthaboi f7f32d2786 scroll list 2026-08-13 16:29:59 -04:00
AverageConsumer c5192eaea4 feat(mods): expose map overviews in Gold 2026-08-13 22:08:00 +02:00
github-actions c2906744ce chore(ios): update app-repo.json [skip ci] 2026-08-13 15:53:20 -04:00
bryanthaboi 8e6b5ae73d Merge pull request #1234 from bryanthaboi/dev
bugs and slugs
2026-08-13 15:44:26 -04:00
bryanthaboi 0b96ac0ab6 fancy cart 2026-08-13 15:36:08 -04:00
bryanthaboi f6a035947f Update OverworldController.lua 2026-08-13 13:31:36 -04:00
bryanthaboi 941181d31c check bonxes 2026-08-13 13:22:18 -04:00
bryanthaboi 9ceb1a8940 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-13 13:07:22 -04:00
bryanthaboi 37051a26b5 CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983 2026-08-13 13:07:20 -04:00
bryanthaboi b12a0dac91 Merge pull request #1205 from 1Jamie/fix/gen2-battle-rng-static-damage 2026-08-13 11:27:02 -04:00
bryanthaboi e4786a78d9 Merge pull request #1226 from mresnick67/steps-bridge 2026-08-13 11:23:55 -04:00
Myles Resnick bde606f966 Permission-gated step bridge for sandboxed mods
The sandbox blocks love.system and love.filesystem, which orphans the
native step bridge (#452, #489): its one consumer can no longer call
syncHealthSteps or read steps_pending.json (#1186).

Adds a "steps" manifest permission (shown to the player like the
others) gating a mod.steps facade: available() probes the bridge
quietly, sync() forwards the async refresh, poll() hands the mod its
copy of a delivery. The engine owns the pending file -- mods never name
a path and receive only { steps, from, to }. Without the permission the
acting calls name it, following the network gate. No new events, hooks
or registries; nothing removed.

RFC 0009. Tests: tests/modkit/cases/steps_bridge.lua (no-mod cold
bridge, permissioned sync/poll, per-mod copies, contract-field
filtering, malformed-delivery drop, unpermissioned refusal, bridgeless
build).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 11:19:06 -04:00
1jamie a722d24759 fix merge conflicts with dev 2026-08-13 07:39:11 -05:00
github-actions 833388c235 chore(ios): update app-repo.json [skip ci] 2026-08-13 06:22:43 -04:00
bryanthaboi 2ac527ae3c Merge pull request #1222 from bryanthaboi/dev
bug fixing and friends
2026-08-13 06:14:29 -04:00
bryanthaboi df35193ad3 Merge pull request #1204 from castdrian/ios-improvements
feat(ios): improve branding and fix haptic feedback
2026-08-13 06:06:31 -04:00
bryanthaboi 9b6365c9cc Merge pull request #1202 from HimioneGranger/upstream-android-host-extension
Android: add optional native host lifecycle hooks
2026-08-13 06:06:24 -04:00
bryanthaboi 285a98533a Merge pull request #1201 from HimioneGranger/upstream-payload-host-contract
feat(update): gate payloads by native host family
2026-08-13 06:06:18 -04:00
bryanthaboi f952edf77a Merge pull request #1200 from HimioneGranger/upstream-host-display-api
feat(host): add optional display lifecycle backend
2026-08-13 06:06:12 -04:00
bryanthaboi ae8360b2ae Merge pull request #1199 from HimioneGranger/upstream-quest-focus-api
fix(launcher): route focus input through mod dialogs
2026-08-13 06:06:05 -04:00
bryanthaboi 52e36ad7e4 fix testsZ 2026-08-13 06:05:27 -04:00
bryanthaboi 62b9f04191 Merge pull request #1209 from MaxTomahawk/fix/checkpoint-engine-version-restore
fix(mods): allow checkpoint restore across engine versions
2026-08-13 05:35:05 -04:00
bryanthaboi 1010d0584a Merge pull request #1210 from Yukitty/patch-hopFrames
fix(OverworldController): ledge jump arc to match player stepFrames
2026-08-13 05:33:02 -04:00
bryanthaboi 6864173f35 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-13 05:30:35 -04:00
bryanthaboi e9d431b3ff CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208 2026-08-13 05:30:33 -04:00
Yukita Mayako f138827917 fix(OverworldController): ledge jump arc to match player stepFrames 2026-08-12 21:23:35 -04:00
Max a68c47e7e1 fix(mods): allow checkpoint restore across engine versions 2026-08-13 02:28:57 +02:00
Adrian Castro d648990a81 feat(ios): brand app and tune haptic feedback 2026-08-13 02:19:45 +02:00
1jamie 6ff7dd0c38 refactor(battle): enhance RNG handling and fixed damage mechanics
- Always supply Gen 2 battle random (BattleRandom) and Gen 1 / love-style rng.
- Add EFFECT_STATIC_DAMAGE for Sonic Boom and Dragon Rage (move power; Ghost
  immunity via resettypematchup for static damage only).
- Keep Magnitude rolling via BattleRandom instead of collapsing to Magnitude 4.
- Cover RNG, static damage, and Magnitude in gen2 battle tests.
2026-08-12 17:52:02 -05:00
Codex Agent ee00728e9e android: add optional native host lifecycle hooks 2026-08-12 17:41:26 -05:00
Codex Agent 0aab11b690 feat(update): gate payloads by native host family 2026-08-12 17:23:25 -05:00
Codex Agent c2d9af693d feat(host): add optional display lifecycle backend 2026-08-12 17:07:32 -05:00
Codex Agent 1642113d1f fix(launcher): route focus input through mod dialogs 2026-08-12 16:48:29 -05:00
github-actions d64627e062 chore(ios): update app-repo.json [skip ci] 2026-08-12 17:16:13 -04:00
bryanthaboi 5fea0b05a4 Merge pull request #1198 from bryanthaboi/dev
bugs and slugs
2026-08-12 17:07:13 -04:00
bryanthaboi c3136bf8f7 Merge pull request #1034 from ShaneMcGovernIE/find-mods-release-stats
Add generic Linux ARM SBC PortMaster build
2026-08-12 16:57:46 -04:00
bryanthaboi 517170f1c8 Merge pull request #1068 from anxiousintrovert/agent/fix-disabled-battle-ui-background
Fix hidden battle UI overlay backgrounds
2026-08-12 16:56:46 -04:00
bryanthaboi e5bebea437 Merge pull request #1077 from MaxTomahawk/feat/battle-menu-auxiliary
feat(mods): add battle menu auxiliary action
2026-08-12 16:56:04 -04:00
bryanthaboi 3320eacc26 Merge pull request #1079 from MaxTomahawk/feat/mod-pokemon-icon
feat(mods): expose canonical Pokémon icon presentation
2026-08-12 16:55:55 -04:00
bryanthaboi b40ff167e7 Merge pull request #1170 from thibautbus/fix/resume-boot-music
Fix lingering title music after Resume Game
2026-08-12 16:55:32 -04:00
bryanthaboi c0f654f8c2 Merge pull request #1195 from AverageConsumer/codex/mod-power-info
feat(mods): expose read-only device power info
2026-08-12 16:55:15 -04:00
bryanthaboi f4497b4dbb Delete KANTO-CONTINUE.md 2026-08-12 16:52:38 -04:00
bryanthaboi b9684ef162 Merge branch 'main' into dev 2026-08-12 16:51:44 -04:00
bryanthaboi f394f56395 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-12 16:51:29 -04:00
bryanthaboi 6731937841 Pulled every open Gold bug (bodies, comments, screenshots/videos), matched them against the port and ../pokegold, then split them so each fixer owns a disjoint file set. Duplicates collapsed: #1164 and #1188 are the same Radio Tower stair softlock. #1150 and #1190 are the same Gold rebind freeze. Enhancements (#1161, #1130, #1112, #1100) were left out. Battle 1 src/battle/gen2/*, src/ui/gen2/BattleState.lua #1168 multi-hit always 2 #1180 DV / stats #1185 learn-move text order after a trainer fight #1152 no "Use next POKéMON?" / run after a wild faint Overworld 2 src/world/gen2/*, trade anim, hidden items #1184 Kurt blocking Slowpoke Well #1164 / #1188 Radio Tower gentleman on the stairs #1173 Rock Smash rocks walk left each visit #1172 last item name used Rock Smash #1167 Ilex Forest hidden items #1165 trade movie + ledge hop still missing (#1121 / #1126) UI 3 naming, party, mart, pokegear #1166 grey nickname screen #1162 TM/HM missing ABLE / NOT ABLE #1169 underground herb lady whites out the map #1151 Pokegear black player icon + extra A/B on the phone card Platform 4 Gold options, save slots, pack, mod tab #1150 / #1190 controls freeze #1178 no vibration row #1177 cannot move Gold touch controls #1107 SAVE with no launcher slot #1145 Gold mod tab still lists Gen 1-only mods #1192 RGXX missing tools/rom_manifest_gold.json Drivers only for the progress / data-loss ones (faint-run, multi-hit, Kurt, Radio Tower, Rock Smash shift, herb shop, save slot). No new unit tests. New comments are pokegold file.asm:line only. A verifier agent will get this same list once the four finish and check that the diffs actually fix the reports. Verifier checked the batch against pokegold. Almost everything landed. I closed the two leftovers that were still real bugs: #1185: the active mon no longer reprints GrewToLevel (engine/battle/core.asm:7044). Bench mons still print it, then the stats box, then the learn-move line. #1180: the party list recalcs stats on open, same as Summary. Gold boot now applies options.touchControls / haptics from the Gold options block, not the shared Red pad. # Verdict 1168 multi-hit FIXED 1180 DVs / stats FIXED 1185 learn-move order FIXED (was partial) 1152 run after faint FIXED 1184 Kurt FIXED 1164 / 1188 Radio Tower FIXED 1173 rocks slide FIXED 1172 Rock Smash name FIXED 1167 Ilex hidden items SKIP-OK (already in the Gold cache) 1165 trade + ledge FIXED 1166 nickname color FIXED 1162 TM ABLE / NOT ABLE FIXED 1169 herb shop white-out FIXED 1151 Pokegear FIXED 1150 / 1190 rebind freeze FIXED 1178 vibration FIXED 1177 touch layout FIXED 1107 save slot FIXED 1145 mod tab filter FIXED 1192 RGXX Gold manifest FIXED Nothing is committed. Drivers, from the repo root: POKEPORT_GAME=gold POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/multihit_bug1168_test.lua love . Fury Attack should hit 2-5 times. Always twice is still broken. POKEPORT_GAME=gold POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/use_next_mon_bug1152_test.lua love . After the lead faints: "Use next POKéMON?" YES opens the party. NO/B tries to run. POKEPORT_GAME=gold POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/kurt_well_bug1184_test.lua love . Kurt at the well entrance (16, 14), not on the inner path. POKEPORT_GAME=gold POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/radiotower_softlock_bug1164_test.lua love . Gentleman in the 5F office (3, 6). Stairs at (12, 0) clear. POKEPORT_GAME=gold POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/rocksmash_shift_bug1173_test.lua love . Route 40 rocks stay put. A slide one cell left is the old bug. POKEPORT_GAME=gold POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/herbshop_bug1169_test.lua love . Herb shop intro over the Underground map, not a white screen. POKEPORT_GAME=gold POKEPORT_IDENTITY=gold-bug1107 POKEPORT_DRIVER=tests/drivers/gold_save_slot_bug1107_test.lua love . Look for PASS and a saves/gold/slot*.lua path. CONTINUE should see it. Worth a hand check with no driver: nickname color, a TM for ABLE/NOT ABLE, Pokegear phone B-to-close, OPTION > CONTROLS, a ledge hop, a trade movie, and on a phone OPTION > TOUCH LAYOUT / VIBRATION. give me CLOSES #93939, in a comma separated list each saying CLOSES before each issue number that is fixed CLOSES #1107, CLOSES #1145, CLOSES #1150, CLOSES #1151, CLOSES #1152, CLOSES #1162, CLOSES #1164, CLOSES #1165, CLOSES #1166, CLOSES #1168, CLOSES #1169, CLOSES #1172, CLOSES #1173, CLOSES #1177, CLOSES #1178, CLOSES #1180, CLOSES #1184, CLOSES #1185, CLOSES #1188, CLOSES #1190, CLOSES #1192 2026-08-12 16:51:27 -04:00
AverageConsumer e44769a48a Expose read-only device power info to mods 2026-08-12 22:13:32 +02:00
bryanthaboi b2819d04e0 Merge pull request #1191 from AverageConsumer/codex/gen2-screen-render-visible
fix(mods): honor screen visibility in Gold rendering
2026-08-12 16:10:43 -04:00
AverageConsumer 52fac8ced6 Honor hidden screen states in Gold rendering 2026-08-12 20:59:35 +02:00
bryanthaboi d38faab03c Delete mod-sandbox-notice.txt 2026-08-12 09:49:43 -04:00
bryanthaboi 83682f011d grandmas-kitchn 2026-08-12 09:22:30 -04:00
thibautbus 1176a269e5 Add unit tests 2026-08-12 11:38:17 +02:00
thibautbus 96af652d3b Fix lingering title music after Resume Game
Continue dropped the player into the overworld with the title
screen's song still cross-fading into the map theme over ~1.2s
(Music.MAP_FADE), audibly wrong since the player already has control.
New Game never showed this because OakSpeech's own unfaded
Music.play/playMap masks it before the player is ever placed in the
overworld. The same bug was also reachable through F2 quickload
(pressed at the title screen, or mid-session -- F2 always jumps
straight to the loaded save's map/position with no walking
transition, so it needs the same instant swap as Continue rather than
an ordinary warp's crossfade either way) and through the
checkpoint-resume mod API (RFC 0006's mod.checkpoint:resume).

OverworldState:setMap now takes an opts.freshBoot flag: when set, the
map's music swaps in at once instead of cross-fading, like every
other map's PlayDefaultMusic. It is set by every real hard state
teleport -- TitleState's onContinue, New Game's push, F2 quickload,
and Game:restoreCheckpointSave (whose only caller is itself
title-gated) -- and deliberately kept separate from the pre-existing
opts.via == "boot" default, which dev tooling (the console's `warp`
verb, hot reload's map rebuild) also reuses for unrelated reasons and
must keep its ordinary crossfade.
2026-08-12 11:25:07 +02:00
MaxTomahawk 29a2b9a123 Merge remote-tracking branch 'origin/dev' into feat/mod-pokemon-icon
# Conflicts:
#	docs/modding.md
2026-08-12 09:46:44 +02:00
MaxTomahawk 238af263d6 Merge remote-tracking branch 'origin/dev' into feat/battle-menu-auxiliary
# Conflicts:
#	src/core/Checkpoint.lua
2026-08-12 09:46:00 +02:00
github-actions dbd8abe14c chore(ios): update app-repo.json [skip ci] 2026-08-11 21:44:16 -04:00
bryanthaboi 04490c9b9a Merge pull request #1147 from bryanthaboi/dev
bunch of bugs and addl api stuff
2026-08-11 21:34:58 -04:00
bryanthaboi 49d094b14d Merge branch 'main' into dev 2026-08-11 21:32:14 -04:00
bryanthaboi cd7985e4ac Merge pull request #1072 from dlloa/gen1recomp-issue-28
Export versioned mod option schemas for native launchers
2026-08-11 21:24:57 -04:00
bryanthaboi 61edf3470f Merge pull request #1067 from swuff-star/audio-mod-load-fix
load user's imported cache for modkit validation
2026-08-11 21:23:59 -04:00
bryanthaboi cd02cd6f33 Merge pull request #1061 from AverageConsumer/codex/mod-world-party-reorder
Mod API: expose safe overworld party reordering
2026-08-11 21:23:43 -04:00
bryanthaboi 127e3da909 Merge pull request #1062 from AverageConsumer/codex/mod-caught-marker-visibility
Mod API: allow opt-in caught markers in wild battle HUDs
2026-08-11 21:23:31 -04:00
bryanthaboi 8fa702e715 Merge pull request #1064 from TheRealSolidusSnake/feature/tls-support
TLS support
2026-08-11 21:23:20 -04:00
bryanthaboi 3aaaf9936e Merge pull request #1076 from MaxTomahawk/feat/mod-title-checkpoint-resume
feat(mods): resume selected checkpoints from title
2026-08-11 21:23:08 -04:00
bryanthaboi af33c6e810 Merge pull request #1078 from MaxTomahawk/feat/scripted-battle-checkpoints
feat(mods): checkpoint scripted battle decisions
2026-08-11 21:22:40 -04:00
bryanthaboi e8eccfd4df Merge pull request #1080 from MaxTomahawk/feat/device-date-time
feat(mods): add shared local date and time formatting
2026-08-11 21:21:51 -04:00
bryanthaboi 241c3345bd Merge pull request #1086 from thibautbus/fix/yellow-pallet-oak-music
Bring Oak's Pallet Town cutscene in line with the original Yellow game
2026-08-11 21:21:36 -04:00
bryanthaboi 20e0692486 Merge pull request #1087 from MaxTomahawk/fix/battle-decision-settling
fix: settle real battle checkpoint decisions
2026-08-11 21:21:14 -04:00
bryanthaboi 0136429d3e CLOSES #1090, CLOSES #1093, CLOSES #1094, CLOSES #1095, CLOSES #1098, CLOSES #1102, CLOSES #1105, CLOSES #1106, CLOSES #1108, CLOSES #1109, CLOSES #1110, CLOSES #1111, CLOSES #1113, CLOSES #1114, CLOSES #1117, CLOSES #1118, CLOSES #1121, CLOSES #1122, CLOSES #1123, CLOSES #1124, CLOSES #1126, CLOSES #1127, CLOSES #1128, CLOSES #1131, CLOSES #1132, CLOSES #1134, CLOSES #1137, CLOSES #1141 2026-08-11 21:19:36 -04:00
bryanthaboi 01aab1d763 Merge pull request #1138 from dburton95/dev
Add trueColor to Gen 2's BattleState.lua
2026-08-11 20:00:50 -04:00
Dorian Burton 3d2d53362d Add trueColor to Gen 2's BattleState.lua
Without the trueColor option from Gen 1's BattleState, custom sprites are rendered with the orignial sprites color pallete.
2026-08-11 17:51:23 -04:00
github-actions 03838ee1d4 chore(ios): update app-repo.json [skip ci] 2026-08-11 12:14:09 -04:00
MaxTomahawk 41f02ecfbc fix: settle real battle checkpoint decisions 2026-08-11 17:13:29 +02:00
thibautbus cef286b170 Add unit tests
Regression coverage for the four Yellow Pallet Town fixes on this
branch:

- tests/parity_J.lua: the old-man-style demo bag shows x1 in Yellow
  (SimulatedInputBattleItemList), not just the pre-existing x50
  (pokered's OldManItemList) case.
- tests/engine/push_battle_transition.lua: Commands.pushBattle calls
  ctx.overworld:pushBattle when available and falls back with a
  logged warning otherwise. Logger.warn is spied (pcall-safe, always
  restored) rather than read off the shared Logger.history ring
  buffer, so the fallback checks don't leave noise behind for
  whatever else runs in the same process.
- tests/parity_yellow_pallet_pikachu.lua: drives the real onStep
  closure through the real StateStack/OverworldState, with no mocked
  battle -- Red never plays Music_MuseumGuy for this escort (Blue
  shares the same code path: onStep only branches on
  GameVersion.isYellow(), never isBlue(), so a separate Blue run
  would exercise nothing new), and Yellow's hold before the Pikachu
  battle is armed for exactly 2 frames before handing off to
  BattleTransition rather than a bare stack push. Stops there rather
  than also driving the demo battle to completion just to assert
  Music_MuseumGuy fires in Yellow (that fix's own coverage): the
  extra coupling to unrelated battle menu/bag/throw frame budgets
  wasn't worth it for one more assertion. That side stays manually
  verified. scenario() restores Game/GameVersion and re-inits
  StateStack on the way out.

All three pass standalone (luajit tests/<path>). The Yellow E2E test
hits the same pre-existing "Music.playMap is nil" gap three other
map-warping parity tests already hit inside the aggregated
tests/run_tests.lua run (missing data/generated/audio.lua in this dev
environment) -- confirmed by diffing the identical error text against
parity_warp_after_warp_step.lua, which also passes clean standalone.
2026-08-11 16:55:06 +02:00
thibautbus ab94b96a79 Simplify comments 2026-08-11 15:23:32 +02:00
thibautbus cc43bd77d2 Give Oak's Pikachu catch the battle-start flash/wipe transition
story2.lua pushed the demo battle straight onto the stack, skipping
the flash + wipe that every other wild battle gets.

InitWildBattle calls DoBattleTransitionAndInitBattleVariables
unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN or
BATTLE_TYPE_PIKACHU special case -- so the old-man tutorial and Oak's
Pikachu catch get the wipe like any other wild battle, same as every
scripted trainer. Commands.old_man_demo already routed the Viridian
old man's tutorial catch through OverworldState:pushBattle for
exactly this reason; the fallback it used for a pushBattle-less
overworld (ctx.overworld and ctx.overworld.pushBattle then ... else
game.stack:push(battle)) was duplicated verbatim in Commands
.start_battle and would have been a third copy in story2.lua, so it's
pulled into one Commands.pushBattle(ctx, battle) helper instead, used
by all three call sites; the fallback branch now logs a warning
rather than silently dropping the transition and battle-theme start.
2026-08-11 14:01:19 +02:00
thibautbus d4dc72d0f4 Fix the old-man demo bag to show 1 Poke Ball in Yellow, 50 in Red/Blue
Confirmed against pokeyellow's engine/battle/core.asm: the Viridian
old man's demo and Oak's Pikachu catch share the same canned
one-item bag (SimulatedInputBattleItemList), quantity 1 -- pokered's
equivalent (OldManItemList, old man only, no Pikachu battle type) is
quantity 50. The port hardcoded x50 for both versions.
2026-08-11 14:01:06 +02:00
thibautbus 6d841526b1 Hold two frames on Oak's turn before the Pikachu battle starts
oak.facing was set and the battle pushed in the same synchronous
callback, so the overworld never rendered a frame of Oak already
turned toward the grass before the screen cut to battle.

Traced home/overworld.asm: PalletTownOakGreetsPlayerScript (the turn)
and PalletTownPikachuBattleScript (arming wCurOpponent) are separate
script ticks, one main-loop iteration apart. OverworldLoopLessDelay
burns two DelayFrame calls per iteration, calls RunMapScript (via
JoypadOverworld) first, and only then checks wCurOpponent to jump
into the battle -- so the turn from iteration A is on screen for the
two DelayFrame calls that open iteration B, before that same
iteration's RunMapScript arms wCurOpponent and falls straight into
the battle check. hold(2, ...) restores exactly that beat.
2026-08-11 14:00:59 +02:00
thibautbus 8e48bb4e32 Play the museum-guy cue during Oak's lab walk in Yellow
Yellow's Pallet Town intro (professor catches the wild Pikachu, then
walks the player to the lab) played the map's default Pallet Town
theme the whole time instead of the dedicated escort cue. Per
pokeyellow's actual scripts: PlayDefaultMusicFadeOutCurrent (run on
every battle exit) legitimately restores Pallet Town's theme after
the Pikachu demo battle for the Whew.../Come with me lines; the
escort cue (MUSIC_MUSEUM_GUY, the same "led by an NPC" theme Pewter's
museum guide uses) only starts in PalletMovementScript_OakMoveLeft,
the first function of the escort script -- but only in pokeyellow's
copy. pokered's copy of that same shared Red/Yellow function only
sets BIT_NO_MAP_MUSIC and leaves whatever was already playing
(MUSIC_MEET_PROF_OAK) running uninterrupted into the lab.

Start Music_MuseumGuy at the top of escortToLab, gated on Yellow so
Red/Blue keeps its unchanged behavior, and fix the Oak-escort warp's
keepMusic comment to say which song rides the warp in each version.
2026-08-11 14:00:40 +02:00
Shane McGovern a0279f5be2 Merge branch 'dev' into find-mods-release-stats
Resolve conflicts with the dev rewrite:

- LauncherView.lua / RomImporter.lua / ModUpdate.lua /
  docs/new-features.md: dev already carries the Find Mods stats &
  sort work (in evolved async form), so take dev's versions. The
  auto-merge's duplicate blocking _findStats is dropped.
- release.yml: keep dev's split version/love-payload/linux-arm64/
  xbox-uwp job structure and re-wire the Linux ARM SBC PortMaster
  step to needs.version.outputs.version (steps.ver no longer exists).

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-11 11:30:15 +01:00
MaxTomahawk 2c8c800584 feat: add shared date and time formatting 2026-08-11 11:17:32 +02:00
MaxTomahawk ccb5358aad feat: expose public Pokemon icon presentation 2026-08-11 11:16:58 +02:00
MaxTomahawk 4db97164bb feat: anchor first checkpoint for cold restart 2026-08-11 08:59:47 +02:00
MaxTomahawk 882763cfe1 feat: checkpoint scripted battle decisions 2026-08-11 08:58:33 +02:00
david 798f3c25c0 Export legacy mod option schemas 2026-08-10 20:23:01 -07:00
anxiousintrovert d21a0edffc Fix hidden battle UI overlay backgrounds 2026-08-10 20:03:33 -05:00
david 02024fef58 Export versioned mod option schemas 2026-08-10 17:34:08 -07:00
Hanan Rodebaugh a4c51eccea expand cached data used when checking mods 2026-08-10 19:12:37 -04:00
Solidus Snake a9767e5df1 Add native TLS for Android love.system and desktop gen1tls.
Expose a non-blocking TLS socket API to mods (WSS clients) without bundling
any game-specific multiworld content.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-10 17:43:53 -04:00
AverageConsumer e59175fc89 feat(mods): allow caught markers in wild battle HUDs 2026-08-10 23:36:38 +02:00
MaxTomahawk 59725c0ead feat(mods): add battle menu auxiliary action 2026-08-10 23:32:38 +02:00
MaxTomahawk 4e20f4585f fix(mods): emit restore lifecycle after title resume 2026-08-10 23:32:35 +02:00
MaxTomahawk 1c37867e52 fix(mods): keep title resume independent 2026-08-10 23:32:35 +02:00
MaxTomahawk 67491e2dac feat(mods): expose selected save chronology 2026-08-10 23:32:35 +02:00
MaxTomahawk 2d85c9595d test: cover title checkpoint resume recovery 2026-08-10 23:32:35 +02:00
MaxTomahawk b8138ef850 feat(mods): resume selected checkpoints from title 2026-08-10 23:32:35 +02:00
AverageConsumer e3fc8380cf feat(mods): expose safe overworld party reordering 2026-08-10 23:25:54 +02:00
Shane McGovern 9f54734f62 Add generic Linux ARM SBC PortMaster build
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-10 00:19:52 +01:00
Shane McGovern eec396e388 Add the MODS tab sort options to the Find Mods tab 2026-08-04 15:11:55 +01:00
Shane McGovern 1ef0d8c2c0 Retry Find Mods stats after failed repo fetches
A failed repo fetch (hourly GitHub API rate limit, transient network error)
was memoized as resolved, so a rate-limited first visit left those rows
empty for the whole session. Failures now schedule a 60s retry; a 404 is
still permanent so a renamed or vanished repo is fetched once.
2026-08-04 13:39:36 +01:00
Shane McGovern 0f24105686 Fix Find Mods crash: require ModUpdate in the find panel
buildFindPanel called ModUpdate.statsLine without a local require --
only buildModsPanel had one -- so opening the tab indexed a nil global.
2026-08-04 13:37:48 +01:00
Shane McGovern d35b9e5c3e Fix crash opening the Find Mods tab: rename the stats cache field
The resolver stored results in self._findStats, which collides with the
method of the same name: self._findStats resolves through the metatable to
the function, so the or {} guard never fired and indexing it crashed the
launcher the moment the panel built. State now lives in _findStatsCache.
2026-08-04 13:36:30 +01:00
Shane McGovern ee5c168983 Resolve Find Mods stats from each mod's GitHub repo when the feed lacks them
A FIND MODS row now shows download/date stats even when its feed publishes
none: the row fetches the mod's own GitHub releases through the same
cached ModUpdate.fetchReleases the MODS tab uses (six-hour options cache,
so an installed mod's repo is instant). Feed-published stats still win
when present; otherwise one repo is fetched per frame -- the thumbnail
budget pattern -- so opening the tab never stalls for the whole listing.
ModUpdate.statsForReleases is the shared resolver.
2026-08-04 13:34:36 +01:00
264 changed files with 15032 additions and 2266 deletions
+2 -2
View File
@@ -94,8 +94,8 @@ 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
+2 -2
View File
@@ -22,7 +22,7 @@ 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:$HEAD_BRANCH" --jq '.[0].number // empty')"
@@ -44,7 +44,7 @@ jobs:
uses: thollander/actions-comment-pull-request@v3 uses: thollander/actions-comment-pull-request@v3
with: with:
message: | message: |
[gen1recomp.ipa](${{ 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 }}`
+82 -14
View File
@@ -1,8 +1,9 @@
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, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, and the Anbernic # IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, the Anbernic
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) port, then publishes them as a # 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. # GitHub Release.
# #
# Versioning: # Versioning:
@@ -251,8 +252,40 @@ jobs:
Remove-Item $env:UWP_PFX -Force -ErrorAction SilentlyContinue 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@v4
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: release:
needs: [version, xbox-uwp, linux-arm64] needs: [version, xbox-uwp, linux-arm64, native-tls-win]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }} runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps: steps:
@@ -268,6 +301,12 @@ jobs:
fetch-depth: 0 fetch-depth: 0
fetch-tags: true fetch-tags: true
- name: Download Windows gen1tls dialer
uses: actions/download-artifact@v8
with:
name: gen1tls-win-x64
path: dist/native/win-x64
- name: Import signing certificate into a temporary keychain - name: Import signing certificate into a temporary keychain
if: github.repository == 'bryanthaboi/gen1recomp' if: github.repository == 'bryanthaboi/gen1recomp'
run: | run: |
@@ -306,13 +345,21 @@ jobs:
security find-identity -v -p codesigning "$KEYCHAIN_PATH" security find-identity -v -p codesigning "$KEYCHAIN_PATH"
- name: Build macOS + Windows + Linux - name: Build macOS + Windows + Linux
env:
GEN1TLS_DLL: ${{ github.workspace }}/dist/native/win-x64/gen1tls.dll
run: | run: |
set -euo pipefail set -euo pipefail
# Sign in-build (identity auto-detected from the temp keychain); # Sign in-build (identity auto-detected from the temp keychain);
# notarize separately below so it uses secret credentials, not a # notarize separately below so it uses secret credentials, not a
# login-keychain profile. "all" also builds the Linux AppImage, # login-keychain profile. "all" also builds the Linux AppImage,
# which needs no signing/notarization. # which needs no signing/notarization.
if [ ! -f "$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 scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
unzip -l dist/win/gen1recomp-win64.zip | grep -F gen1tls.dll \
|| { echo "::error::Windows zip is missing gen1tls.dll"; exit 1; }
- name: Build Android - name: Build Android
run: | run: |
@@ -355,6 +402,20 @@ jobs:
# runtime from PortMaster-GUI, so it needs no signing/notarization. # runtime from PortMaster-GUI, so it needs no signing/notarization.
./build-rg34xxsp.sh --version "${{ needs.version.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 "${{ needs.version.outputs.version }}"
- name: Notarize & staple macOS app - name: Notarize & staple macOS app
if: github.repository == 'bryanthaboi/gen1recomp' if: github.repository == 'bryanthaboi/gen1recomp'
run: | run: |
@@ -429,9 +490,9 @@ jobs:
[ -n "$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" swzip="dist/switch/gen1recomp-${v}-switch.zip"
[ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; } [ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
@@ -449,6 +510,11 @@ jobs:
[ -f "$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"
@@ -560,10 +626,11 @@ jobs:
"dist/release/gen1recomp-${v}-linux.zip" "dist/release/gen1recomp-${v}-linux.zip"
"dist/release/gen1recomp-${v}-linux-arm64.AppImage" "dist/release/gen1recomp-${v}-linux-arm64.AppImage"
"dist/release/gen1recomp-${v}-android.apk" "dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp-${v}-ios.ipa" "dist/release/gen1recomp++-${v}-ios.ipa"
"dist/release/gen1recomp-${v}-switch.zip" "dist/release/gen1recomp-${v}-switch.zip"
"dist/release/gen1recomp-${v}-xbox-uwp.zip" "dist/release/gen1recomp-${v}-xbox-uwp.zip"
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip" "dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
"dist/release/gen1recomp-${v}-sbc-portmaster.zip"
"dist/release/gen1recomp-${v}.love" "dist/release/gen1recomp-${v}.love"
"dist/release/sha256sums.txt" "dist/release/sha256sums.txt"
) )
@@ -581,14 +648,15 @@ jobs:
run: | run: |
set -euo pipefail set -euo pipefail
v="${{ needs.version.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 "$release_notes" ]; then
@@ -602,15 +670,15 @@ jobs:
--argjson size "$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"
+12 -1
View File
@@ -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/
@@ -68,3 +69,13 @@ mobile/ios/bundle_id.local
/ports/uwp/build/ /ports/uwp/build/
/ports/uwp/third_party/*/source/ /ports/uwp/third_party/*/source/
/ports/uwp/third_party/angle/depot_tools/ /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*
+45 -3
View File
@@ -242,10 +242,52 @@ 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 line, for every reach a static scan could not follow. Neither substitutes for a
real Gold boot. real Gold boot.
### 5. `mod.card` ### 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. What is absent:
| Absent | Use instead |
| --- | --- |
| `io`, and `require("io")` | `mod:read` for your own files, `mod.storage` to persist |
| `os.getenv`, `os.execute`, `os.remove`, `os.rename`, `os.exit` | nothing; `os.time`/`os.date`/`os.clock` still work |
| `package`, `dofile`, `loadfile`, `debug`, `getfenv`, `setfenv` | `require` for the supported engine modules |
| `require("ffi")`, `require("love.*")` | the `love` table you are given |
| `love.filesystem` | `mod.storage` (per-mod, per-playthrough) and `mod:read` |
| `love.thread`, `love.event` | `mod.events`, `mod.hooks` |
| `love.system` | `mod.device:powerInfo()` for battery information; `mod.steps` (with the `steps` permission) for the step bridge |
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.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.
- **Ship source, not bytecode.** A precompiled entry file is refused.
`permissions` in the manifest is still a disclosure the manager shows the
player, and `network` now gates `require("socket")` and friends. 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 absent globals, the fix is almost always
`mod.storage`. Open an issue if you have a case it 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.
@@ -263,7 +305,7 @@ 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.
### 6. 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`,
-457
View File
@@ -1,457 +0,0 @@
# KANTO-CONTINUE: executing the never-run half of Gold (sections 19-32)
Deferred from the 2026-08-09 fix campaign by request. This doc is self-contained: the
audit documents it was distilled from are being retired, so everything a future session
needs is here.
## What this is
The Johto main line (walkthrough sections 00-18) is proven: the route bot beats Champion
Lance with every row passing. Kanto (sections 19-32) is extracted and wired but has
NEVER been executed by any bot row, driver, or human. Every entry below reads clean in
static review (cache + code + cart source were cross-checked adversarially); the risk is
purely runtime. The job: make each beat actually run, fix what breaks, and leave
executable evidence (bot rows or assertion drivers) behind.
## State after the 2026-08-09 campaign (what changed under you)
- ~80 defects fixed across the port; 91/91 gen2 suites, engine 128/128, T3 all green.
- The post-game handoff WORKS now: post-E4 credits end at the title screen, and
CONTINUE consumes the post-game spawn (HallOfFame.consumePostGameSpawn): after Lance
you continue in NEW_BARK_TOWN, after Red at SILVER_CAVE_OUTSIDE (23,20). Section 19
is reachable by normal play for the first time.
- The Snorlax wake chain is fully functional (engine-flag bridge unlocks the Pokegear
and EXPN card; the tuned radio song persists after closing the gear; SnorlaxAwake
fires; proven live by tests/drivers/gold_radio_persist.lua).
- Landed systems Kanto beats depend on: phone random/outgoing calls, field item use
(Escape Rope/Dig via save.backupWarp), Repel, swarms, Rock Smash encounters,
waterfall current tiles, roamer scatter on CONTINUE, trap volatiles + FORCESHINY
battle types (beast catching in section 32 is now mechanically possible), badge
boosts, held items, specialty balls (Lure Ball needs battleType 'fish', already
stamped by updateFishing).
- NPC HOUR WINDOWS are now enforced (they were not when the Johto route was authored).
Any Kanto row that talks to a time-gated NPC must pin the clock (POKEPORT_GOLD_HOUR /
POKEPORT_GOLD_DAY) or handle absence. Only 11 hour-gated objects exist on the whole
cart: CELADON_GAME_CORNER 6/7, GOLDENROD_GAME_CORNER 4/5, MOUNT_MOON_GIFT_SHOP 1-4,
and the three Moms in PLAYERS_HOUSE_1F; Celadon and Mt Moon are the Kanto exposures.
- The game clock now anchors on every new game (cart InitClock semantics), so time of
day no longer follows the host wall clock in driver runs; POKEPORT_GOLD_HOUR pins
the anchored base too. Runs are reproducible across day/night; a pre-existing flake
class (night runs catching HOOTHOOT where day runs catch PIDGEY, shifting grind
levels) died with it.
- Battles hit harder both ways since the cart MIN_DAMAGE floor landed; grind budgets
tuned for the old numbers may need a nudge.
## Known bot weaknesses to expect (verified pre-existing, not campaign regressions)
- Pathfinding pocket: travel into ILEX_FOREST / SLOWPOKE_WELL bounces (probe
CHERRYGROVE_CITY>ILEX_FOREST reports no route), and route row 16.54 gives up the
walk to VICTORY_ROAD_GATE with the identical TELEPORT signature in every logged run.
Kanto routing should waypoint doors explicitly per the ops recipes above.
- Optional buy rows 04.5d and 18.g4/18.g5 fail whenever the wallet is empty at that
point in the run; they are budgeting gaps in the route, not engine bugs.
- Grind row 08.g (Route 41 water) has almost no margin; with the clock now anchored
its inputs are stable, but a low-level POLIWAG catch can still stretch it.
## How to run things
Identity/cache: gold-dev (~/Library/Application Support/LOVE/gold-dev/gold), rebuilt
2026-08-09 with swarm/rock/roam tables. Checkpoints gold-ckpt-NN.lua exist per section;
gold-ckpt-18-pristine.lua is the post-E4 seed. ROM: ../decprep/Pokemon - Gold
Version.gbc. Cart source: ../pokegold (cite it in any hand-ported code).
Headless love needs a pty on macOS; wrap every run:
perl -e 'alarm 900; exec @ARGV' python3 -c "import pty; pty.spawn(['love','.'])"
Full bot run: POKEPORT_IDENTITY=<id> POKEPORT_GAME=gold POKEPORT_SPEED=200 \
POKEPORT_GOLD_CKPT=1 POKEPORT_GOLD_STALL=20000 POKEPORT_GOLD_LOG=/tmp/b.log \
POKEPORT_DRIVER=tests/drivers/gold_bot.lua love .
Resume a section: POKEPORT_GOLD_RESUME=NN (same identity, prior CKPT=1 run).
Travel probe: POKEPORT_GOLD_PROBE="MAP_A>MAP_B" with tests/drivers/gold_travel_probe.lua.
Map graph: luajit tools/goldwalk/mapgraph.lua path|map|reach|audit; regenerate
tests/drivers/gold/map_regions.lua with `mapgraph.lua graph >` after ANY extractor map
change, then re-check route region indices.
Route validation (before any run): luajit tests/gold_route_validate_test.lua and
luajit tests/gold_flag_names_test.lua.
Suites: GOLD_CACHE="$HOME/Library/Application Support/LOVE/gold-dev/gold" luajit
tests/gen2_<name>_test.lua; tiers run_engine/run_modkit/run_tests.
Reimport after extractor/manifest changes: python3 tools/make_gold_manifest.py, then
POKEPORT_IMPORT_TRACE=1 POKEPORT_IDENTITY=gold-dev POKEPORT_IMPORT_ROM="../decprep/\
Pokemon - Gold Version.gbc" POKEPORT_IMPORT_ONLY=1 POKEPORT_FORCE_IMPORT=1 \
POKEPORT_GAME=gold love .
## Recommended shape of the work
1. Extend tests/drivers/gold/route.lua with sections 19-32 (the row format, ops and
evidence rules are documented in the file head and bot.lua). Seed runs from
gold-ckpt-18-pristine plus the now-working post-credits CONTINUE. `expect` flags are
the only oracles; never make a row load-bearing on a soft-failing map.
2. Highest-risk multi-map scripted chains first: S.S. Aqua voyage, Machine Part chain,
PASS/Magnet Train chain. Each deserves an assertion driver even if bot rows also
cover it.
3. Time-gated beats (S.S. Aqua sailing days, Indigo rival Mon/Wed, Dragon's Den
Tue/Thu, Clefairy Monday night, TM03 night gate) need POKEPORT_GOLD_DAY/HOUR pins.
4. Johto stragglers are folded in below (lighthouse descent, TM08 flake, and the
optional gift beats); they ride the same route-extension pass.
5. Section 32 (beasts) last: it needs long roaming play; trap volatiles and FORCESHINY
landed this campaign, so Mean Look + Heavy/Fast Ball plans are now viable.
## Also deferred (deliberate stubs, do not re-flag)
Time Capsule trading, Trainer House CAL2/Mystery Gift visitor, Silver-version import,
Cable Club link rooms, and Game Boy Printer output are deliberate product-level stubs,
not campaign work.
## The beats, in walkthrough order
### Runtime coverage ends at the Hall of Fame: no bot row, driver, or human has run any Kanto beat (sections 19-32) or the section 14 Tin Tower/Whirl Islands content
walkthrough section(s) 19,20,21,22,23,24,27,28,29,30,31,14 | missing
One root cause: tests/drivers/gold/route.lua (1264 lines) ends at row 18.20 (settle HALL_OF_FAME, expect EVENT_BEAT_ELITE_FOUR); the campaign covers asm-walk sections 00-18 only and none of the 24/36 gold_* drivers reaches any Kanto map, so sections 19-32 have zero execution proof. Extend route.lua into sections 19-32 and/or add targeted drivers. Per section pair: (s19/20) next rows are the Elm ticket (needs the post-credits spawn fix or a fly detour from Indigo), the ship crossing as far as the docking events, the Surge fight, and a Saffron Gym pad-chain assertion. (s21/22) All 24 route/gym trainers resolve in cache with correct parties: Route 9 six (Edna, Sid, Dean, Sidney, Tim, Heidi); Route 25 seven plus Kevin, whose Nugget-then-battle script 50:488d is hand-shaped (a full bag aborts before the battle, cart behavior); Cerulean's three swimmers; Route 10 South's Jim and Robert (Robert's Quagsire holds a BERRY via TRAINERTYPE_ITEM); Route 8's five; Celadon Gym's five including the twins' shared beat flag. Sight-line engagement is Trainers.sees (proven by the Johto bot); prize money base x level x 4 is Prize.lua; Erika's class item extracts as HYPER_POTION (the walkthrough's 'three Full Restores' is a FAQ error, not a port gap); Gold-only wilds (Mankey line Route 9, Growlithe Routes 7/8) come from the ROM version branch; Route 8's PRZCureBerry fruit tree is a fruittree op (Vm.lua:1218) into Apricorns.lua daily reset. One Kanto smoke-run converts the whole block. (s23/24) Nothing touches Routes 11-19, Fuchsia City/gym, Vermilion Snorlax, Diglett's Cave, Route 2, Pewter; the report's three blocker findings (START menu row, Pokegear card flags, radio persistence) are exactly the UI-plumbing breaks data audits miss: a gold_snorlax_wake.lua that grants the gear and EXPN card the way the game does (setflag 4, setflag 0, setflag 3 through the VM, not by poking save fields), tunes the radio, closes the gear, and talks to the Snorlax would currently fail at three separate steps; gold_cycling_road.lua and gold_fuchsia_gym.lua are the other two cheap proofs (gold_menu_shots.lua:72-73 only ever hand-seeded save fields). (s27/28) Drive first: (1) Cinnabar Blue talk -> disappear -> clearevent 1910 -> Viridian Gym populated -> Blue beaten -> ENGINE_EARTHBADGE set -> VAR_BADGES answers 16 (a break anywhere makes the 16th badge unobtainable and the Mt. Silver gate unpassable); cache chain exists: CINNABAR_ISLAND obj 1 SPRITE_BLUE at (9,6) scriptKey 4e:4985 eventFlag 1909; VIRIDIAN_GYM objs 1-2 gated on 1910; (2) the ROUTE_20 MAPCALLBACK_NEWMAP 4e:4cfa setevent 215 / ROUTE_19 MAPCALLBACK_TILES 4e:4f09 changeblock unseal pair (regression walls off Route 19). Driver: surf Pallet -> Route 21 -> Cinnabar -> talk to Blue -> Route 20 -> beat Blaine -> fly to Viridian -> beat Blue. (s29/30) No rows for Kanto OAKS_LAB, ROUTE_22, ROUTE_28, SILVER_CAVE_OUTSIDE, or the Union Cave B2F Lapras revisit (route.lua's only Union Cave rows are 03.29/04.g); risk concentrates on composites never run together: the 16-badge Oak visit with ProfOaksPCBoot text chain, the double Cut approach to the Route 28 west strip, surf-to-talk on the drifting SWIM_WANDER Lapras (Lake of Rage Gyarados proves the shape via gold_lake_probe.lua), and the daily-flag consume-and-respawn cycle across a save reload; a targeted gold_lapras_probe driver (clockDay=5, walk in, assert object present, catch, walk out, re-enter, assert gone) plus route extension converts inspected to proven. (s31) All six Silver Cave maps decode (warps, item balls flags 1689-1693, hidden items, SILVER_CAVE_OUTSIDE flypoint callback, PALETTE_DARK on Room 1, grass/water tables including Room 2 water); Flash lifts PALETTE_DARK via Palettes.isDarkness + World flashUsed; Surf/Waterfall live in FieldMoves with the badge table; gen2 ledges landed via Permissions.ledgeFacings / World:tryLedgeJump (the asm-walk's 'ledge hop missing' row is stale, GOLD-NEXT-RUN records the fix); the flypoint is FieldMoves.lua:386 flag 75; but no driver has entered Silver Cave, used Waterfall on Room 2's two bands, hopped Room 1's Escape Rope ledge, or talked to Red (closest: gold_halloffame_shots, gold_hm07_probe which proved Waterfall only at Tohjo Falls). (s14) The bot covers sections 10,11,12,13,16,17,18 and never section 14 (Ho-Oh is optional); untested: the 4F-9F ladder/hop mazes (depend on the recently added ledge-hop and one-way-wall support), the Ecruteak entrance sage scene retarget from Morty's setmapscene, the 1F sage unmasking off EVENT_TEAM_ROCKET_DISBANDED (set on the Gold arm of the Radio Tower boss script), the roof save/reset loop, and the entire Gold-side Whirl Islands dive; needs one probe driver carrying a RAINBOW_WING save up the tower and one diving to the Lugia chamber.
*How to prove it:* Extend tests/drivers/gold/route.lua past row 18.20 into sections 19-32, and/or write the named targeted drivers: gold_snorlax_wake.lua, gold_cycling_road.lua, gold_fuchsia_gym.lua, a gold_lapras_probe (clockDay=5 present/absent cycle), a Cinnabar-to-Viridian 16th-badge driver, a Route 20/19 unseal driver, a Silver Cave/Red driver, a Tin Tower RAINBOW_WING probe, and a Whirl Islands Lugia dive probe.
*Notes:* Merged from the parent heading plus six 'Also filed as' sub-findings (all one cause). Doc's own ratings: parent missing/minor (s19,20, already in ledger); s21,22 unverified/minor; s23,24 unverified/minor; s27,28 missing/major; s29,30 unverified/minor; s31 unverified/minor; s14 unverified/minor. The adversarial re-check ran on the s27/28 sub-claim, tried to refute and could not; its one correction: tests/drivers/gold/flag_names.lua and map_regions.lua DO name the Kanto maps (map_regions even carries CINNABAR/SEAFOAM/VIRIDIAN region graphs, so bot travel there is data-ready) but they are lookup tables, not executed coverage. 'Implemented statically, executed by nobody' matches the project's Roamers/Events:restore failure mode. GOLD-WALK-HANDOFF sections 1 and 4 already document the Johto-only scope.
### Olivine Port pier and Fast Ship boarding gate: the only road into Kanto, fully extracted, never executed
walkthrough section(s) 19 | unverified
Coord event at (7,15) (cache 5b:407d) does the full cart sequence: temporary-event bails, first-time bypass on event 48, readvar VAR_WEEKDAY branch, yesorno, checkitem S_S_TICKET (item 68), setevent 1, 7-step applymovement, sjump into gangway script 5b:401e which plays SFX, disappears/appears the sailor, runs special 46 = FadeOutToWhite (specialOrder[46+1], implemented Specials.lua:998), clears the eight eastbound EVENT_BEAT_* rematch flags on repeat trips, sets FAST_SHIP_1F scene 1, and warps to (25,1). Port sprite toggles for the post-Hall-of-Fame sailor (events 1847/1848) are armed by the HOF script. All data extracted, every op has a proven Johto call site; matched op-for-op against pokegold maps/OlivinePort.asm. Needs one live run or driver.
*How to prove it:* A driver or bot section that reaches OLIVINE_PORT post-HOF with the S_S_TICKET, boards, and asserts the warp to FAST_SHIP_1F (25,1) with scene 1 set. No gold_* driver currently reaches OLIVINE_PORT post-HOF.
*Notes:* Doc rating: unverified/blocker, new. If this chain fails, the walkthrough stops here (Kanto unreachable).
### S.S. Aqua maiden voyage: trainer gauntlet, lazy sailor, granddaughter, Metal Coat, docking; extracted end to end, never run
walkthrough section(s) 19 | unverified
Verified in cache, never executed: FastShip1F enter scene 5b:48a8 sdefer 5b:48ad (SFX_BOAT, earthquake 30, blackoutmod to cabin map, clearevent 49, scene 2 on first trip); grandpa bump coord events at (24,6)/(25,6); maiden-trip trainer objects behind flag 1849 with parties matching data/trainers/parties.asm exactly (NOLAND Sandslash31/Golem33, LYLE Koffing28/Flareon31/Koffing28, COLIN Delibird32 holding BERRY, MEG&PEG, FRITZ Mr.Mime/Magmar/Machoke, JEFF 2x Raticate32, DEBRA Seaking33, STANLY Machop31/Machoke33/Psyduck26, all in trainers.lua); B1F blocking-sailor coord scripts 5b:5e0c/5b:5e21 plus shared talk script 5b:5e37 clearing event 1837 to spawn the lazy sailor; FastShipLazySailorScript 5b:4d68 (playmusic, loadtrainer SAILOR 9, reloadmap, special 27 = HealParty, setmapscene B1F NOOP, readvar VAR_FACING walk-out); bed script 5b:521b (HealParty, fades, ReloadSpritesNoPalettes, RestartMapMusic, dock check on events 49/50/48 so sleeping cannot dock the maiden voyage); granddaughter payoff 5b:55c6 (fade, disappear/moveobject/appear teleport, showemote, sjump 5b:5633 = Metal Coat verbosegiveitem plus EVENT_FAST_SHIP_HAS_ARRIVED/FOUND_GIRL); door guard 5b:48d2 with arrived arm 5b:48ec (scall facing arm, setmapscene VERMILION_PORT scene 1, warp to VERMILION_PORT 7,17). Specials 27/46/47/49/50/60 resolve to HealParty/FadeOutToWhite/FadeOutToBlack/FadeInFromBlack/ReloadSpritesNoPalettes/RestartMapMusic, all implemented. Nothing in the chain touches a stubbed special, callasm, or VAR. Matched against pokegold maps/FastShip*.asm.
*How to prove it:* A bot section or driver for the full crossing (board, fight or dodge the gauntlet, sleep check, granddaughter Metal Coat, dock at VERMILION_PORT 7,17).
*Notes:* Doc rating: unverified/blocker, new. If any link breaks, arrival in Kanto is impossible.
### Machine Part quest chain (Power Plant manager, Cerulean Gym grunt scene, Route 24 grunt, part return, TM07) never executed
walkthrough section(s) 21,22 | unverified
The spine of sections 21-22: manager talk sets EVENT_MET_MANAGER_AT_POWER_PLANT 202, clears EVENT_CERULEAN_GYM_ROCKET 1901 and EVENT_FOUND_MACHINE_PART_IN_CERULEAN_GYM 251, arms CERULEAN_GYM scene 1 and the POWER_PLANT guard phone-call scene; grunt runs out of the gym (sets 203, clears 1900/1902, arms ROUTE_25 scene 1); beat the Route 24 grunt (GRUNTM 31, L30 Golbat); return the part for TM07 Zap Cannon plus EVENT_RESTORED_POWER_TO_KANTO 205 and the Saffron station population flip (clears 1906). Statically verified: cache holds full bytecode for PowerPlantManager 54:4dbd with both branches (54:4deb takeitem MACHINE_PART / 54:4e04 TM give guarded by event 223), gym scene script 54:4332 sdefer 54:4336 with all 34 rows, Route 24 grunt script 50:4407; initial_events.lua seeds flags 251/1900/1901/1902/1903/1906/1907 at new game exactly as InitializeEventsScript does (pokegold engine/events/std_scripts.asm:546-550); World.lua:607 applies the seed while EVENT_INITIALIZED_EVENTS is clear. Engine deps all have call sites: World:trySceneScript (World.lua:5369, called at :6893), setmapscene/setscene (Vm.lua:274-284), specials RestartMapMusic/FadeOutToBlack/FadeInFromBlack/ReloadSpritesNoPalettes/FadeOutMusic (Specials.lua:999-1072). Missing only run-time proof: route bot covers sections 00-18, no Kanto driver exists.
*How to prove it:* Route extension or a driver walking manager -> gym grunt scene -> Route 24 grunt battle -> part return, asserting events 202/203/205 set and 1900/1901/1902/251/1906 cleared and TM07 in bag.
*Notes:* Doc rating: unverified/blocker, new.
### Route 25 Misty date scene, Cerulean gym population, and Misty fight never executed (and Misty gives no TM, contrary to walkthrough)
walkthrough section(s) 21 | unverified
The date cutscene at Route 25 cells (42,6)/(42,7) is what clears EVENT_TRAINERS_IN_CERULEAN_GYM 1903 and populates the gym with Misty, three swimmers, and the guide; without it Misty never appears and the Cascade Badge is unreachable. Cache has both coord events with sceneId=1 (scripts 18305/18369) and full scripts 50:4781/50:47c1 (34-row cutscene: heart emote, boyfriend flees, Misty approach movement, clearevent 1903, setscene 0, special 60=RestartMapMusic), armed by gym grunt script 54:4336 row 27 (setmapscene group=7 map=16 scene=1). Engine deps: World:tryCoordScript (World.lua:5006) filters on the map scene id; mapScenes persist on the save (GOLD-INDEX tier note on World:loadPlayerData). CeruleanGymMistyScript 54:438a is in the cache; MISTY trainer 1 party (L42 Golduck, L42 Quagsire, L44 Lapras, L47 Starmie with full movesets) extracts correctly; baseMoney 25 so the 4700G payout follows from Prize.reward.
*How to prove it:* Driver: arm the scene via the gym grunt, trigger the date coord event at (42,6)/(42,7), assert 1903 cleared and the gym populated, then fight Misty and assert the Cascade Badge and 4700G.
*Notes:* Doc rating: unverified/blocker, new. Correction embedded in the doc: Misty gives NO TM on the Gold cart, only the badge plus retroactive swimmer beat flags; the walkthrough and the lead's 'TM from Misty' are wrong about the cart, nothing is missing in the port there.
### PASS quest: Copycat lost item and Fan Club doll chain fully extracted, never run
walkthrough section(s) 22 | unverified
Copycat (COPYCATS_HOUSE_2F object 1, variable sprite slot 251) talk after the machine part return sets EVENT_MET_COPYCAT_FOUND_OUT_ABOUT_LOST_ITEM 206; Fan Club Clefairy guy (POKEMON_FAN_CLUB object 3, script 59:437b) then gives LOST_ITEM 130 and disappears the doll (flag 1908, correctly NOT in the initial seed; doc evidence line also cites POKEMON_FAN_CLUB object 5 flag 1908); returning it (Copycat branch 61:528b: takeitem 130, setevent 208, clearevent 1907 to re-show her shelf doll, then PASS 134 via 61:529d) yields the PASS. All bytecode in cache (61:5235/61:5270/61:528b); the mimicry gag's variablesprite slot 11 plus special 93 resolves to LoadUsedSpritesGFX (specialOrder[94], Specials.lua:1033); the Copycat's variable sprite slot is seeded through World.initialSprites/findInitialSprites (World.lua:1530, the fix GOLD-INDEX credits for the Copycat existing at all). Flag 1907 is in the initial seed so the shelf doll is hidden until the return; 1906 is seeded so the Saffron station stays empty until power is restored.
*How to prove it:* Driver: after machine-part return, talk to Copycat (assert 206), get LOST_ITEM at the Fan Club (assert doll flag 1908 set), return it (assert 208 set, 1907 cleared, PASS 134 in bag).
*Notes:* Doc rating: unverified/major, new. Correction embedded: the walkthrough's 'Rail Pass then Magnet Train Pass' is one item (PASS) on the cart, not a port gap. Merge-with hint: the s20 entry 'Copycat lost doll quest chain toward the rail PASS' (copycat-doll-pass-s20) describes the same quest from the section-20 audit with slightly different event ids cited (210/201 gate checks there vs 206/208 here).
### Magnet Train ride wired end to end; arrival behavior needs a human eye, never ridden since
walkthrough section(s) 22 | unverified
SaffronMagnetTrainStationOfficerScript (cache 61:4bc2/61:4bd0, rows 11-14) checks EVENT_RESTORED_POWER_TO_KANTO 205 then checkitem PASS 134, does setval 1, special id=35 which resolves to MagnetTrain (specialOrder[36]), then warpcheck and newloadmap 249 (MAPSETUP_TRAIN). All implemented: H.MagnetTrain (Specials.lua:2119) reads scriptVar for direction and blocks on World:magnetTrain (World.lua:2393) which pushes Gen2MagnetTrainRide; Vm handles warpcheck (:1135) and newloadmap (:1177); MAPSETUP_TRAIN defined at World.lua:175. Gating events (205 set by the Power Plant manager, PASS from the Copycat) are this section's other findings.
*How to prove it:* WHATS-NEXT item 8: a human rides both ways and presses a direction on arrival; the conversation must start on the first step because south is the only legal step out of the doorway cell. Nothing has run this since.
*Notes:* Doc rating: unverified/major, already named in the ledger.
### Silver Wing in Gold: Pewter City gramps script extracted, but Kanto (and the Whirl Islands dive) never run
walkthrough section(s) 14 | unverified
For a Gold cart, Lugia needs the SILVER_WING carried in the bag (WhirlIslandLugiaChamberLugiaCallback does checkevent EVENT_FOUGHT_LUGIA then checkitem SILVER_WING), and in Gold the wing comes from the Pewter City gramps (pokegold maps/PewterCity.asm PewterCityGrampsScript: checkver, Silver arm branches away, Gold falls through to verbosegiveitem SILVER_WING + setevent). Verified in cache: PEWTER_CITY object 3 (SPRITE_GRAMPS at 29,17) scriptKey 4d:583e = faceplayer / opentext / checkver / iftrue 4d:585c / checkevent 121 / verbosegiveitem item 71 / setevent 121 / closetext / end, all generic opcodes. The Lugia chamber map, its SPRITE_LUGIA object (scriptKey 47:41a0, eventFlag 1853), and its MAPCALLBACK_OBJECTS callback (47:418c) are in the cache using only implemented machinery. Route bot has no section 14/25 rows (grep 'id = "1[0-9]' shows 10,11,12,13,16,17,18). One mechanical gap on the dive path: the waterfall forced-down item, reported separately in the doc.
*How to prove it:* Driver or bot rows: reach Pewter in Gold, talk to the gramps (assert SILVER_WING item 71 given, event 121 set), then the full Whirl Islands dive to the Lugia chamber.
*Notes:* Doc rating: unverified/major, new. The waterfall forced-down item on the dive path is a separate finding elsewhere in the doc, not part of this entry.
### Vermilion Port arrival bookkeeping, Vermilion flypoint, and Kanto music never executed
walkthrough section(s) 19 | unverified
Arrival scene (VERMILION_PORT scene 1, sdefer 5b:450e) extracted intact: one step up, appear the gangway sailor, setscene 0, end-of-voyage flags (1841/1840 hide grandpa and granddaughter for good, 1849 retires the maiden-trip trainers, clear 1843 to reveal the Olivine passage Pokefan, set 48 EVENT_FAST_SHIP_FIRST_TIME), and blackoutmod VERMILION_CITY. ENGINE_FLYPOINT_VERMILION comes from MAPCALLBACK_NEWMAP on both VERMILION_PORT and VERMILION_CITY (setflag 57); the port's fly table carries the matching row (FieldMoves.lua:392) and World:runMapCallback has a live call site (World.lua:5659 plus the MAPCALLBACK_OBJECTS call in setMap). Fly deliberately stays region-locked exactly like the cart (FieldMoves.flyPoints, FieldMoves.lua:442: Kanto page only after SPAWN_INDIGO, no cross-region fly, verified against pokegold engine/pokegear/pokegear.asm .KantoFlyMap). Kanto music extracted: audio.lua songs has 92 entries, musicOrder includes Music_VermilionCity and Music_ViridianCity (musicOrder[63]=Music_VermilionCity), mapSongs carries all 362 map rows.
*How to prove it:* Driver: dock at Vermilion, assert flags 1841/1840/1849/48 set and 1843 cleared, flypoint flag 57 set on map entry, and Vermilion/Viridian city music playing.
*Notes:* Doc rating: unverified/major, new.
### Pokemon Fan Club chairman Rare Candy give never run
walkthrough section(s) 19 | unverified
Chairman script 59:4340: checkevent 212 (already heard), checkevent 211 (bag-full retry), yesorno where answering No gives nothing (cart behavior), two promptbutton speech pages, verbosegiveitem item 32 = RARE_CANDY, setevent 212. The cart quirk that nothing ever sets the bag-full retry event 211 is faithfully carried in the extracted bytecode. Same map also holds the Clefairy doll object (flag 1908) and Clefairy Guy script 59:437b that the later Copycat quest reads. yesorno, verbosegiveitem, and multi-page writetext all have proven Johto call sites. Matched against pokegold maps/PokemonFanClub.asm; RARE_CANDY present in items.lua.
*How to prove it:* Covered by any Kanto smoke-run that talks to the chairman and asserts RARE_CANDY given and event 212 set.
*Notes:* Doc rating: unverified/minor, new.
### Lt. Surge gym: trainers, Thunder Badge, AI item use fully extracted, never fought
walkthrough section(s) 19 | unverified
Surge script 59:4bfc: checkflag 36 re-fight guard, loadtrainer class 19 member 1, winlosstext, reloadmapafterbattle (whose loss-abort semantics were fixed during the Johto campaign), retroactive setevent of the three gym trainers, setflag 36 = ENGINE_THUNDERBADGE which routes to save.player.kantoBadges.THUNDER. Parties in trainers.lua match data/trainers/parties.asm exactly: Surge is RAICHU44/ELECTRODE40/MAGNETON40/ELECTRODE40/ELECTABUZZ46 with full TRAINERTYPE_MOVES movesets; Vincent, Horton, Gregory all match (GUITARIST 2/JUGGLER 3/GENTLEMAN 3). Trainer AI item use implemented: Ai.ITEM_ORDER/Ai.chooseItem (Ai.lua:1368-1400) dispatched from Battle.lua:1790 (AI_SwitchOrTryItem) off the extracted class attributes. The gym has no puzzle in Gen 2, matching the walkthrough's power-outage line.
*How to prove it:* Driver or route rows: fight the gym trainers and Surge, assert ENGINE_THUNDERBADGE (flag 36) set into save.player.kantoBadges.THUNDER and the AI HYPER_POTION use path exercised.
*Notes:* Doc rating: unverified/major, new. Correction embedded: the walkthrough's claim that Surge holds a Full Restore is a FAQ error; pokegold data/trainers/attributes.asm line 114 (block 113-117) gives the Lt Surge class HYPER_POTION and the cache carries exactly that (LT_SURGE items=HYPER_POTION, baseMoney 25).
### Route 6 Underground Path blocker and Saffron gate guard extracted, never walked
walkthrough section(s) 20 | unverified
The walkthrough's 'large man who blocks the entire entrance' is the ROUTE6_POKEFAN_M object at (17,4) whose event flag EVENT_ROUTE_5_6_POKEFAN_M_BLOCKS_UNDERGROUND_PATH hides him only when SET (set by the Power Plant script in a later section); the port's object-visibility rule 'flag set hides object' is implemented and documented at Events.lua:1-2, and his script is a bare jumptextfaceplayer about the Power Plant. The Route 6 Saffron gate guard at (0,4) stands off the walking lane and is dialogue only (branches on EVENT_RETURNED_MACHINE_PART). ROUTE_6 grass and water encounter tables (Abra/Magnemite slots) are present in encounters.lua. Nothing gated on engine work; it has just never been walked.
*How to prove it:* Covered by any Kanto walk through Route 6 before and after the Power Plant script sets the blocker flag.
*Notes:* Doc rating: unverified/minor, new.
### Mr. Psychic's TM29 Psychic give extracted verbatim, Kanto walk to the door unproven
walkthrough section(s) 20 | unverified
Cache 61:4b15: checkevent 227, writetext, promptbutton, verbosegiveitem item 221 = TM_PSYCHIC_M, iffalse full-bag fall-through WITHOUT setting the flag (cart behavior, re-talk after making room), setevent 227. TM_PSYCHIC_M is in items.lua with pocket TM_HM and price 2000; the four-pocket bag and TM teaching were exercised in the Johto run (TM08 ROCK SMASH teach passed on merit per GOLD-WALK-HANDOFF). Matched against pokegold maps/MrPsychicsHouse.asm.
*How to prove it:* Any Kanto run that walks to the house, talks, and asserts TM29 given and event 227 set (plus the full-bag retry arm).
*Notes:* Doc rating: unverified/minor, new.
### Silph Co. 1F Up-Grade give extracted, never run
walkthrough section(s) 20 | unverified
Cache 61:4f81: same shape as Mr. Psychic, verbosegiveitem item 172 = UP_GRADE guarded by event 222 with the full-bag fall-through. The officer at (13,1) has event flag -1 so he never moves, and SILPH_CO_1F has only the two street-door warps: there is no upstairs in Gen 2, so the 'man blocking the stairway' never opens, matching the cart (verified against pokegold maps/SilphCo1F.asm). Generic mechanisms only. UP_GRADE present in items.lua.
*How to prove it:* Any Kanto run that enters Silph Co. 1F and asserts UP_GRADE given behind event 222.
*Notes:* Doc rating: unverified/minor, new.
### Saffron Gym teleporter maze (30 same-map warp pads) never exercised; same-map warp chains untested anywhere
walkthrough section(s) 20 | unverified
The gym's whole puzzle is 30 warp pads (cache SAFFRON_GYM warps 3-32) that all target SAFFRON_GYM itself; the only route to Sabrina is entrance pad (11,15) -> ... -> (1,5) -> (11,9). The engine mechanism exists and reads correct: pads are COLL_WARP_PANEL 0x7c, an immediate warp (Permissions.lua:311); World:takeWarp (World.lua:6022-6040) handles a destination equal to the current map through setMap; warpCooldown keyed on the landing cell (World.lua:6135 set, 6217-6222, 6240 suppression check) stops the landing pad from re-firing until the player steps off, exactly what a pad-to-pad maze needs. But the asm-walk's own port-coverage table flags that no driver has ever exercised a same-map warp chain, and no Kanto run exists. If this breaks, Sabrina is unreachable and the 10th badge (and eventually Red's gate) is lost.
*How to prove it:* Targeted driver: enter the gym, ride pad (11,15), assert arrival at (19,17), then the full 5-hop chain to (11,9).
*Notes:* Doc rating: unverified/major, new.
### Sabrina battle and Marsh Badge fully extracted, never fought
walkthrough section(s) 20 | unverified
Sabrina script (cache 61:40cf): checkflag 39 guard, loadtrainer class 35 member 1, reloadmapafterbattle, force-sets the four gym trainer flags (so the trainers are skippable, as the walkthrough implies), setflag 39 = ENGINE_MARSHBADGE routed to save.player.kantoBadges.MARSH. Party matches the cart exactly (trainers.lua SABRINA 1: ESPEON46 Sand-Attack/Quick Attack/Swift/Psychic, MR__MIME46 Barrier/Reflect/Baton Pass/Psychic, ALAKAZAM48 Recover/Future Sight/Psychic/Reflect; class item HYPER_POTION, base reward 25, AI attribute words extracted; attributes.asm:209-213). The four trainers (Rebecca, Franklin, Doris, Jared; MEDIUM 6,7 / PSYCHIC_T 2,11; parties verified including the cart's L35 third Exeggcute that the FAQ gets wrong) are OBJECTTYPE_TRAINER with SPINRANDOM movement, which Npc.lua supports, and sight/battle handoff is the proven Trainers.lua path. Prize money base x last-level x4 is implemented in Prize.lua (matches the walkthrough's 4800G).
*How to prove it:* Driver through the warp maze to Sabrina; assert ENGINE_MARSHBADGE (flag 39) into save.player.kantoBadges.MARSH, the four trainer flags force-set, and the 4800G payout.
*Notes:* Doc rating: unverified/major, new. Corrections embedded: the L35 third Exeggcute is cart-correct (the FAQ is wrong); Sabrina's class item is HYPER_POTION.
### Copycat lost doll quest chain toward the rail PASS (section-20 filing): all pieces present and generic, never run
walkthrough section(s) 20 | unverified
Spans this section's maps (Copycat's house is Saffron warp 8, the doll source is the Vermilion Fan Club) though the walkthrough text defers it to after the Power Plant (EVENT_RETURNED_MACHINE_PART gates the dialogue arms). Copycat's 2F object uses variable sprite 251 (SPRITE_COPYCAT), and the new-game variablesprite seeding that used to leave Copycat despawned was fixed during the Johto campaign (tests/gen2_variable_sprites_test.lua, GOLD-WALK-HANDOFF section 5); her script (cache 61:5235) is extracted bytecode whose only special, LoadUsedSpritesGFX, is implemented (Specials.lua:1033); the Fan Club Clefairy Guy (59:437b) checks events 210/201 and gives LOST_ITEM; the doll object (flag 1907) and the PASS handover (verbosegiveitem PASS, setevent EVENT_GOT_PASS_FROM_COPYCAT per pokegold maps/CopycatsHouse2F.asm:61-73) are ordinary ops; PASS is a KEY_ITEM in items.lua. Nothing engine-shaped is missing.
*How to prove it:* Same driver as the s22 PASS quest entry: full Copycat/Fan Club round trip asserting LOST_ITEM, doll flags, and PASS.
*Notes:* Doc rating: unverified/minor, new, named in the leads. Merge-with hint: same quest chain as pass-quest-copycat-fanclub (s22); kept separate because the doc filed them as distinct headings from two section audits. This filing cites Clefairy Guy gate events 210/201 and doll flag 1907; the s22 filing cites 206/208 and doll-disappear flag 1908.
### Celadon side items: TM03 Curse night gate, Leftovers trash can, hidden PP Up (plus Berserk Gene, Route 9 Ether, Route 25 Potion) never run
walkthrough section(s) 22 | unverified
TM03 Curse: roof house pharmacist script 5e:5083 in cache with checktime mask 4 (NITE) at row 7; the Vm checktime opcode (Vm.lua:788) maps NITE to bit 4 off World:timeOfDayId, so the night-only gate should behave; the give branch 5e:509a is guarded by EVENT_GOT_TM03_CURSE 218. Leftovers: CeladonCafeTrashcan bg event at (7,1) key 5e:648c present, plain giveitem bytecode with the flag only set on success so a full pack retries, exactly the cart. Hidden PP Up at Celadon (37,21): BGEVENT_ITEM row present, handled by HiddenItems (fixed PP_UP; the walkthrough's 'random PP Up' is wrong on the cart too). Berserk Gene at Cerulean (2,12), hidden Ether Route 9 (10,5), and hidden Potion Route 25 (4,5) likewise extract. All generic and statically sound, none ever run.
*How to prove it:* Kanto run collecting each: night visit for TM03 (checktime NITE), cafe trash can Leftovers with full-pack retry, hidden-item picks via HiddenItems.
*Notes:* Doc rating: unverified/minor, new. Correction embedded: the PP Up is fixed, not random, on the cart.
### Mt. Moon Square Clefairy dance (Monday night) + hidden Moon Stone + Rock Smash rock: all dependencies present, sequence never executed
walkthrough section(s) 26 | unverified
Coord event at (7,11) scene 0 runs 5b:676a, whose 45 rows extract completely: checkflag 87 (ENGINE_MT_MOON_SQUARE_CLEFAIRY), readvar var 11 (VAR_WEEKDAY, real in the port) ifnotequal 1 (MONDAY), checktime NITE, then the appear/follow/applymovement/cry/showemote dance, clearevent 236 (the hidden Moon Stone flag) and setflag 87. Both callbacks extracted (type 5 NEWMAP 5b:6763 re-hides the stone on entry; type 2 OBJECTS 5b:6767 hides the rock). The rock object (SPRITE_ROCK at 7,7, scriptKey 5b:67ee = jumpstd SmashRockScript) resolves to the real SmashRock/AskRockSmash bodies GOLD-INDEX.md:377-382 documents; follow/stopfollow are implemented (Vm.lua:1009,1026). Flag semantics match the cart: ENGINE_MT_MOON_SQUARE_CLEFAIRY lives in wDailyFlags2 (pokegold constants/engine_flags.asm:105-106) and the port clears id 87 in Apricorns.DAILY_ENGINE_FLAGS, so the dance is once per day, i.e. once per Monday night. Unproven in-game: (a) whether the appeared rock correctly blocks/receives the A press on the Moon Stone tile at (7,7) and Rock Smash then exposes the hidden item in the same visit, and (b) the full follow-chain animation. The stubbed RockMonEncounter (CallAsm STUB_ROWS) does NOT affect this rock: MOUNT_MOON_SQUARE is not in the cart's RockMonMaps (pokegold data/wild/treemon_maps.asm:43-48), so no encounter roll is owed here.
*How to prove it:* Driver: force clockDay=MONDAY clockHour=NITE, walk to (7,11), watch the dance, smash the rock, take the Moon Stone.
*Notes:* Doc rating: unverified/minor, new.
### Rival re-encounters after Mt Moon (Indigo Plateau Mon/Wed rematch, Dragon's Den Tue/Thu cameo) never run
walkthrough section(s) 26 | unverified
Both beats are pure extracted content keyed on EVENT_BEAT_RIVAL_IN_MT_MOON (set by the implemented Mt Moon script) and VAR_WEEKDAY (real in the port; World:readVar VAR_WEEKDAY at World.lua:1289): the cache carries INDIGO_PLATEAU_POKECENTER_1F's NEWMAP callback 5a:48b6 (23 rows of setmapscene/clearevent resets) plus its two coord events, and DRAGONS_DEN_B1F's callback 47:44e1 (checkevent 793 -> disappear object 4). The daily rematch flag ENGINE_INDIGO_PLATEAU_RIVAL_FIGHT (id 92) is in Apricorns.DAILY_ENGINE_FLAGS so it clears on the daily rollover. The rematch parties RIVAL2 members 4-6 (L45-50 with CROBAT) are in trainers.lua. Nothing looks missing, but the coord-event choreography in the Pokecenter (rival walks in as you leave) is the kind of scene worth a driver before trusting; filed unverified rather than implemented for that reason.
*How to prove it:* Driver: set EVENT_BEAT_RIVAL_IN_MT_MOON via the Mt Moon fight, force weekday Monday/Wednesday, enter the Indigo lobby and assert the rematch triggers; force Tuesday/Thursday and assert the Dragon's Den object 4 state.
*Notes:* Doc rating: unverified/minor, new. Merge-with hint: overlaps indigo-lobby-rival-rematch (s18), the same Indigo Plateau rematch filed from the section-18 audit; that filing cites World:weekday at World.lua:1247 and scriptKeys 5a:48ff/5a:4940.
### Indigo lobby rival rematch (Monday/Wednesday, RIVAL2, post Mt. Moon) armed on tiles the walkthrough crosses, never run
walkthrough section(s) 18 | unverified
Not in the walkthrough text but armed on the lobby tiles it crosses: coord events at (16,4)/(17,4) run PlateauRivalBattle1/2 (cache scriptKeys 5a:48ff/5a:4940), which fight the RIVAL2 second-tier party when EVENT_BEAT_RIVAL_IN_MT_MOON is set, ENGINE_INDIGO_PLATEAU_RIVAL_FIGHT is clear, and VAR_WEEKDAY is Monday or Wednesday (pokegold maps/IndigoPlateauPokecenter1F.asm). Every dependency exists: coord events and scripts extracted, VAR_WEEKDAY answers the real weekday (World:weekday, World.lua:1247), the daily engine flag is registered for midnight reset (Apricorns.lua:88, id 92 ENGINE_INDIGO_PLATEAU_RIVAL_FIGHT), and RIVAL2 parties 4-6 (SNEASEL/45, CROBAT/48, MAGNETON/45, GENGAR/46, ALAKAZAM/46, starter/50) are in the trainers cache. But the gate flag EVENT_BEAT_RIVAL_IN_MT_MOON is Kanto content no run has ever set.
*How to prove it:* Should be picked up when section 26 is audited/run: same driver as rival-rematch-mtmoon, entering the lobby on Monday/Wednesday with the Mt Moon flag set and asserting the coord-event battle fires.
*Notes:* Doc rating: unverified/minor, new. Merge-with hint: same beat as rival-rematch-mtmoon (s26); kept separate because the doc filed both headings. Line-cite difference between filings: World.lua:1247 (weekday) here vs World.lua:1289 (readVar VAR_WEEKDAY) there.
### Lighthouse descent and swim to Cianwood (route rows 08.50/08.51) never walked; collision data matches the cart, blame points at the bot's region graph
walkthrough section(s) 08 | unverified
The route bot has never completed the descent from Jasmine to Route 40, so the Surf crossing, all fourteen Route 40/41 swimmers, and Cianwood arrival are engine-unwalked (runs reach section 08+ by teleport; run 28 still failed rows 08.50/08.51). The handoff narrows it to the 3F seven-cell pocket: warps 8/9 at (8,3)/(9,3) 'do not take' when stood on. Verified in the current cache: OLIVINE_LIGHTHOUSE_3F (8,3)/(9,3) decode to COLL_FLOOR 0x00, and pokegold data/tilesets/lighthouse_collision.asm block $27 is FLOOR,FLOOR,FLOOR,FLOOR, so those two warp rows are one-way landing anchors for the 4F pits at (8,3)/(9,3) (which decode to COLL_PIT 0x60) and never fire on the cart either. The pocket's real exit is warp 3, the staircase at (9,5), which decodes to 0x72 and does fire ((13,3) also 0x72). Fix shape: correct the bot's region graph, which treats landing-anchor warp coordinates as exits (the exact trap GOLD-WALK-HANDOFF.md:593 documents), not the engine; a human following the walkthrough (drop beside Connie, fight Terrell, take the Ether, head up the stairs) uses the (9,5) staircase and should be fine.
*How to prove it:* Something must walk 6F down to CIANWOOD_CITY in the engine (bot rows 08.50/08.51 passing, or a driver doing the descent and the Route 40/41 Surf crossing); until then the second half of section 08 stays a beat-completeness check rather than a proven path.
*Notes:* Doc rating: unverified/major, already named in the ledger. The doc's own re-check corrected the suspicion of an engine defect: the cache collision matches the cart exactly, so the failing rows indict the bot's region graph, not the engine or the warp data.
### TM08 Rock Smash give (route row 06.21) flaky across runs; ledger contradicts itself and the failure is unresolved
walkthrough section(s) 06 | unverified
The Route 36 fisher gives TM08 after EVENT_FOUGHT_SUDOWOODO (Route36RockSmashGuyScript, generic extracted bytecode with verbosegiveitem guarded by iffalse .NoRoomForTM). The ledger contradicts itself across runs: GOLD-WALK-HANDOFF section 8 says 'Everything before it now passes on merit: Sudowoodo, TM08, the ROCK SMASH teach', but run 28's failure table lists '06.21 ROUTE_36 EVENT_GOT_TM08_ROCK_SMASH not set' while the Sudowoodo row itself passed. Plausible causes: full TM pocket taking the iffalse arm, or the bot failing to stand adjacent. The script path is generic and the same give shape works everywhere else, so this is most likely route flake, but it is unresolved in the latest continuous run and TM08 gates all Rock Smash content downstream (Burned Tower rocks, Route 40/Cianwood rock items).
*How to prove it:* Re-run route row 06.21 in a continuous run and assert EVENT_GOT_TM08_ROCK_SMASH gets set; instrument for TM-pocket fullness and adjacency to distinguish the two suspected causes.
*Notes:* Doc rating: unverified/minor, already named in the ledger. Not given severity unverified-risk because the problem is a reproduced-once run failure (a live flake), not purely never-executed content.
### New Bark rival push scene (talk to rival by the lab) unproven; low risk, zero coverage
walkthrough section(s) 00 | unverified
Walkthrough: 'If you talk to him, he'll push you out of the way.' NewBarkTownRivalScript is optional, repeatable (sets no flag) and uses follow PLAYER, applymovement with turn_head/step/fix_facing/jump_step, and SFX_TACKLE. Every opcode involved is implemented (follow/stopfollow in the VM, jump_step in Movement.lua which the ledge fixes exercised), and the sibling teacher-drag scene has a dedicated driver (tests/drivers/gold_teacher_scene.lua), but no driver or test touches this specific scene and the route bot never talks to optional NPCs. Cache maps.lua NEW_BARK_TOWN objects include the rival with a scriptKey and eventFlag.
*How to prove it:* A short driver that talks to the rival by the lab and observes the push movement chain, mirroring gold_teacher_scene.lua.
*Notes:* Doc rating: unverified/minor, new.
### Kiyo battle and Tyrogue gift (Mount Mortar B1F): fully wired, never exercised by any driver or bot run
walkthrough section(s) 15 | unverified
The game's only Tyrogue. Cache scripts['46:5eec'] holds all 29 rows of MountMortarB1FKiyoScript (checkevent 97 / 1193, winlosstext, loadtrainer class BLACKBELT_T member 6, startbattle, reloadmapafterbattle, setevent 1193, readvar var=1 VAR_PARTYCOUNT, ifequal 6, givepoke species 236 level 10, setevent 97); trainers cache has BLACKBELT_T[6] KIYO = L34 HITMONLEE + L34 HITMONCHAN (KIYO object at 13,4 with scriptKey 46:5eec); readvar VAR_PARTYCOUNT is a real read (World.lua:1271); givepoke is implemented at Vm.lua:443. The full dependency chain has never run: Surf across the 1F Outside lake, the in-cave Waterfall climb to warp 4 at (17,5), the 2F/1F-inside/B1F warp descent, the battle, and the gift. The waterfall climb mechanic itself is bot-verified only at Tohjo Falls; route.lua contains no MORTAR/KIYO/DARK_CAVE rows.
*How to prove it:* A Mount Mortar driver: Surf the outside lake, Waterfall to warp 4 (17,5), descend to B1F, beat Kiyo, assert Tyrogue (species 236, L10) given with a party of <6 and events 97/1193 set.
*Notes:* Doc rating: unverified/major, new. Correction embedded: GOLD-INDEX's claim that only VAR_WEEKDAY and VAR_FACING answer readvar is STALE; World.lua:1265-1330 now answers essentially every VAR_*.
### Blackglasses pharmacist in Dark Cave Blackthorn entrance extracted exactly, never run (same for TM13 Snore and Revive balls)
walkthrough section(s) 15 | unverified
The script is fully extracted (cache scripts['47:436c'], 13 rows matching pokegold maps/DarkCaveBlackthornEntrance.asm exactly: checkevent / verbosegiveitem / iffalse pack-full arm / setevent), the spinning NPC object (SPRITE_PHARMACIST) is in the cache at (7,3) with that scriptKey, and verbosegiveitem is implemented in the VM. Reaching him also needs Flash plus Surf inside the cave, both implemented. The same unverified state covers the TM13 Snore and Revive item balls beside him (item ball arm is implemented and tested). No driver enters Dark Cave and the bot route bypasses it (grep DARK_CAVE in route.lua is empty).
*How to prove it:* A Dark Cave driver: Flash + Surf to the Blackthorn entrance, talk to the pharmacist (assert Blackglasses given), pick up TM13 Snore and the Revives.
*Notes:* Doc rating: unverified/minor, new.
### Master Ball from Elm after eighth badge: route rows exist but optional, no run log confirms the event ever set
walkthrough section(s) 16 | unverified
ProfElmScript's ElmCheckMasterBall gate is checkflag ENGINE_RISINGBADGE then verbosegiveitem MASTER_BALL then setevent EVENT_GOT_MASTER_BALL_FROM_ELM (pokegold maps/ElmsLab.asm:57-61). All generic extracted bytecode; checkflag over ENGINE_* badges works since the badge-store fix (GOLD-WALK-HANDOFF.md:502, badges routed into save.player.badges). The route bot has rows 16.24/16.24b for this beat but both are marked optional = true, and no run log or handoff note confirms EVENT_GOT_MASTER_BALL_FROM_ELM was ever actually set in a live run (no MASTER hits in GOLD-NEXT-RUN.md run logs). A full bag silently skips the setevent (verbosegiveitem iffalse), same as the cart.
*How to prove it:* Make route rows 16.24/16.24b non-optional (or run them) and assert EVENT_GOT_MASTER_BALL_FROM_ELM set with bag space available.
*Notes:* Doc rating: unverified/major, new.
### Everstone from Elm by showing a self-hatched Togepi: pieces individually proven, full chain never exercised end to end
walkthrough section(s) 16 | unverified
The gating special FindPartyMonThatSpeciesYourTrainerID is a real handler with the own-OT check (Specials.lua:1134), and the phone-call prerequisite is NOT required: pokegold maps/ElmsLab.asm ElmCheckTogepiEgg -> EVENT_TOGEPI_HATCHED -> ElmEggHatchedScript re-runs the same species scan, so a hatched Togepi in the party is sufficient (maps/ElmsLab.asm:62-95, engine/phone/scripts/elm.asm:46). Egg hatching has a driver (tests/drivers/gold_egg_hatch.lua) and PC withdraw exists (BoxMenu.lua / PcMenu.lua). The full chain (hatch with your OT, withdraw, talk, EVENT_SHOWED_TOGEPI_TO_ELM, verbosegiveitem EVERSTONE) has never run end to end. The .egghatched arm of ElmPhoneCalleeScript (sets EVENT_TOLD_ELM_ABOUT_TOGEPI_OVER_THE_PHONE) lives in the bank $41 callee scripts and only matters for the alternate entry path. No route row exists for the Everstone.
*How to prove it:* A driver chaining gold_egg_hatch-style hatching (own OT), PC withdraw, and the Elm talk, asserting EVENT_SHOWED_TOGEPI_TO_ELM and EVERSTONE in bag.
*Notes:* Doc rating: unverified/minor, new.
### TM37 Sandstorm happiness gate at the Route 27 house never exercised; gate is first-slot happiness >= 150
walkthrough section(s) 16 | unverified
The granny's script is extracted (cache scripts['60:6352'], 9 rows: checkevent, special id 88, ifgreater, sjump into the loyal/disloyal arms) and special id 88 resolves through constants.specialOrder with the VM's order[id+1] rule (Vm.lua:1773) to specialOrder[89] = GetFirstPokemonHappiness, a real handler at Specials.lua:1506 reading the first non-egg party member. The cart gate is happiness >= 150 on the FIRST party slot (ifgreater 150-1), not 'one of your Pokemon'. Happiness accrues via Happiness.lua stepped from StepEvents. No driver or bot row enters ROUTE_27_SANDSTORM_HOUSE.
*How to prove it:* Driver: enter ROUTE_27_SANDSTORM_HOUSE with a first-slot mon at happiness >= 150 and assert TM37 given; also assert the disloyal arm below 150.
*Notes:* Doc rating: unverified/minor, new.
### Route 27 whirlpool island (Bird Keeper Jose, TM22 Solarbeam, Rare Candy) and Tohjo Falls Moon Stone never run; whirlpool mechanic only proven on Route 41
walkthrough section(s) 16 | unverified
The whirlpool mechanic is implemented and driver-verified, but on Route 41, not here: tests/drivers/gold_water_moves.lua:105-124 clears a real whirlpool block with GLACIERBADGE gating and asserts the block replacement. The Route 27 island content is all in the cache (TM_SOLARBEAM ball at (60,12) item id 213 with event flag, Rare Candy ball at (53,12), BIRD_KEEPER[14] JOSE = L35 FARFETCH_D with phone contact rows; maps.ROUTE_27 objects rows 6-8) and the item ball arm is implemented, but the bot route crosses Route 27 only via Tohjo Falls and never surfs south past Gilbert (route rows 16.42-16.43 skip the south water), so this specific whirlpool, the Jose fight, and the TM22 pickup have never run. Same for the Tohjo Falls MOON_STONE ball at (2,6) (maps.TOHJO_FALLS object 1), which the walkthrough itself never mentions.
*How to prove it:* Driver or route rows: surf south past Gilbert, clear the Route 27 whirlpool, fight Jose, collect TM22 and the Rare Candy; separately pick up the Tohjo Falls Moon Stone.
*Notes:* Doc rating: unverified/minor, new.
### Route 26 heal house free heal extracted with all specials real, never entered
walkthrough section(s) 16 | unverified
The teacher's script is extracted (cache scripts['60:60e6'], 17 rows) and every special id in it resolves via order[id+1] to a real handler: 47 FadeOutToBlack, 50 ReloadSpritesNoPalettes, 27 HealParty, 49 FadeInFromBlack, 60 RestartMapMusic (Specials.lua:450, :999, :1025, and the fade-in/restart pair at :1059). Unconditional and repeatable like the cart. No driver or bot row ever enters ROUTE_26_HEAL_HOUSE; the bot route's Route 26 leg is a single travel row straight to the gate.
*How to prove it:* Driver: enter ROUTE_26_HEAL_HOUSE with a damaged party, talk, assert full heal and that the scene is repeatable.
*Notes:* Doc rating: unverified/minor, new.
### Victory Road item pickups (TM26 Earthquake pit, Full Restore shelf, Max Revive, Full Heal, X Special, two hidden items) never exercised
walkthrough section(s) 17 | unverified
The walkthrough collects five Poke Ball items (TM26 Earthquake via the one-way pit at (0,11), Full Restore on the ledge shelf via the (17,19) ladder, Max Revive and Full Heal in the entrance region, X Special on the HOP_LEFT column) plus two hidden items (Max Potion at (3,29), Full Heal at (3,65)). All pieces exist: cache maps.VICTORY_ROAD carries 6 objects (5 with itemball item/qty payloads), 2 bgEvents with hiddenItem tables, 10 warps, 2 coord events; World:interact consumes obj.itemball (World.lua:5483-5490, an earlier bot-found fix); HiddenItems handles BGEVENT_ITEM; Permissions models the COLL_PIT one-way warp, the six ladders, ledge hops (isLedge/ledgeFacings, Gold's own direction order where $a0 is HOP_RIGHT), and COLL_UP_WALL side walls (Permissions.lua:170-260 LEDGE_FACINGS/SIDE_BLOCKS/NEIGHBOR_ARM), with a test section at tests/gen2_world_test.lua:2936. But nothing has walked these routes: the bot's section 17 is only travel/walk rows 17.2, 17.11, 17.15 (no pickup rows), so the pit drop, the two HOP exits from the TM pocket, the HOP_DOWN off the shelf, and the X Special ball sitting ON a HOP_LEFT tile (the one placement the asm-walk flags as needing hardware confirmation) are all unproven end to end.
*How to prove it:* Driver or route rows through Victory Road collecting all five balls and both hidden items, specifically exercising the (0,11) pit drop, the (17,19) ladder shelf with HOP_DOWN exit, the two HOP exits from the TM pocket, and interaction with the X Special ball on its HOP_LEFT tile.
*Notes:* Doc rating: unverified/minor, new.
+1 -1
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@@ -242,7 +242,7 @@ 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).
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@@ -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 "$ZIP_OUT" | cut -f1))"
say "copy into the device PortMaster ports folder, then drop your .gb into gen1recomp-sbc/lovegame/"
+7 -4
View File
@@ -91,11 +91,14 @@ mkdir -p "$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"
+1 -1
View File
@@ -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
+6 -5
View File
@@ -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
+5 -4
View File
@@ -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,
+19 -19
View File
@@ -38,9 +38,9 @@ local function starterBall(askText, species, choseFlag, ownBall,
-- inside give_pokemon). Show the received text first so the -- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1. -- nickname prompt follows "you got X", matching Gen1.
-- The received text carries sound_get_key_item (OaksLab.asm -- The received text carries sound_get_key_item (OaksLab.asm
-- OaksLabReceivedMonText); the jingle plays as the box opens -- OaksLabReceivedMonText), so the jingle fires once the box has
-- (same beat as the Yellow port's starter, #668). -- typed out and holds it (same beat as the Yellow port's starter, #668).
{ "play_sound", "Get_Key_Item" }, -- 8 { "text_sound", "Get_Key_Item" }, -- 8
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9 { "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
{ "give_pokemon", species, 5 }, -- 10 { "give_pokemon", species, 5 }, -- 10
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11 { "set_flag", "EVENT_GOT_STARTER" }, -- 11
@@ -54,7 +54,7 @@ local function starterBall(askText, species, choseFlag, ownBall,
{ "face_object", 1, "up" }, -- 15 { "face_object", 1, "up" }, -- 15
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16 { "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17 { "hide_object", "OAKS_LAB", rivalBall }, -- 17
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item) { "text_sound", "Get_Key_Item" }, -- 18 (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"
@@ -106,8 +106,8 @@ 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 +128,8 @@ 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 +246,17 @@ 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 +294,7 @@ 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_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 +318,19 @@ 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" })
+17 -9
View File
@@ -38,8 +38,8 @@ 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" },
@@ -62,8 +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" },
@@ -113,8 +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" },
@@ -176,7 +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" }
@@ -196,14 +196,15 @@ return {
rows[#rows + 1] = { "face_object", OAK1, "down" } rows[#rows + 1] = { "face_object", OAK1, "down" }
-- OaksLabPlayerReceivedMonText clears wMonDataLocation, so AskName runs (#1013) -- OaksLabPlayerReceivedMonText clears wMonDataLocation, so AskName runs (#1013)
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 } rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5 }
-- DisablePikachuOverworldSpriteDrawing keeps it in the ball (#1009) -- DisablePikachuOverworldSpriteDrawing keeps it in the ball (#1009)
rows[#rows + 1] = { "set_field", "pikachuInBall", true } 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 = {
@@ -225,9 +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")
@@ -295,13 +302,14 @@ 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: the follower reaches the map (#1009) -- OaksLabPikachuEscapesPokeballScript: the follower reaches the map (#1009)
table.insert(rows, { "face_player_dir", "up" }) table.insert(rows, { "face_player_dir", "up" })
table.insert(rows, { "set_field", "pikachuInBall", false }) 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" })
+21 -19
View File
@@ -142,20 +142,23 @@ M.VIRIDIAN_CITY = {
M.BLUES_HOUSE = { M.BLUES_HOUSE = {
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 +297,7 @@ 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 +330,7 @@ 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
@@ -1058,6 +1063,7 @@ local championsRoomRivalScript = {
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down -- OakCongratulatesPlayerScript: rival faces left, Oak faces down
{ "face_object", 1, "left" }, -- 17 { "face_object", 1, "left" }, -- 17
{ "face_object", 2, "down" }, -- 18 { "face_object", 2, "down" }, -- 18
{ "load_player_starter_name" },
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19 { "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
-- OakDisappointedWithRivalScript: Oak turns to the rival (right) -- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 20 { "face_object", 2, "right" }, -- 20
@@ -1067,13 +1073,8 @@ local championsRoomRivalScript = {
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23 { "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement { "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25 { "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement. -- scripts/ChampionsRoom.asm WalkToHallOfFame_RLEMovement
-- The player walks out after Oak instead of the screen just fading on the { "move_player", "left", 1 },
-- spot (#704). Route one tile right before walking north so the player
-- reaches the north-wall HALL_OF_FAME warp without sharing the rival's
-- (4,2) cell. The original simulated movement bypasses entity collision,
-- but this scene should not visibly walk through the defeated rival.
{ "move_player", "right", 1 }, -- 26
{ "move_player", "up", 3 }, -- 27 { "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)
@@ -1238,6 +1239,7 @@ 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
+32 -10
View File
@@ -206,6 +206,13 @@ 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 +256,24 @@ 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
@@ -396,6 +413,9 @@ 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
@@ -628,8 +648,10 @@ 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 .. "!"),
@@ -642,11 +664,11 @@ 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
+22 -21
View File
@@ -8,9 +8,9 @@ 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
-- The question stays on screen under the YES/NO menu. The dojo prize -- The question stays on screen under the YES/NO menu. The dojo prize
@@ -142,7 +142,7 @@ M.MT_MOON_POKECENTER = {
local Commands = require("src.script.Commands") local Commands = require("src.script.Commands")
Commands.give_pokemon({ save = game.save, game = game, overworld = ow }, Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
"MAGIKARP", 5) "MAGIKARP", 5)
push(game, ("%s got a\nMAGIKARP!"):format(game.save.player.name), done) push(game, t._GotMonText or "{PLAYER} got\n{RAM:wNameBuffer}!", done)
end) end)
end, end,
}, },
@@ -263,7 +263,7 @@ M.SILPH_CO_7F = {
{ "jump_if_false", "box_full" }, { "jump_if_false", "box_full" },
-- flag ahead of the jingle, like the Celadon EEVEE (#426) -- flag ahead of the jingle, like the Celadon EEVEE (#426)
{ "set_flag", "EVENT_GOT_LAPRAS" }, { "set_flag", "EVENT_GOT_LAPRAS" },
{ "play_sound", "Get_Item1" }, { "text_sound", "Get_Item1" },
{ "show_text", "_GotMonText", { RAM = "LAPRAS" } }, { "show_text", "_GotMonText", { RAM = "LAPRAS" } },
{ "show_text", "_SilphCo7FSilphWorkerM1LaprasDescriptionText" }, { "show_text", "_SilphCo7FSilphWorkerM1LaprasDescriptionText" },
{ "jump", "end" }, { "jump", "end" },
@@ -307,12 +307,11 @@ 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,
@@ -478,7 +477,6 @@ 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)
@@ -490,7 +488,7 @@ 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,
@@ -512,25 +510,28 @@ 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()
+30 -17
View File
@@ -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)
@@ -39,15 +39,16 @@ 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, opts.preFallback or "", give) else give() end if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
end end
@@ -508,12 +509,12 @@ 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
@@ -567,10 +568,12 @@ 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", 12 }, -- 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
{ "play_music", "Music_MeetRival", { start = "rival",
tempo = n == 2 and 100 or nil } },
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10 { "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11 { "hide_object", "ROUTE_22", objName }, -- 11
} }
@@ -594,7 +597,8 @@ 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,
@@ -618,10 +622,11 @@ 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", 12 }, -- 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
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10 { "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11 { "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
} }
@@ -730,7 +735,7 @@ 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
@@ -776,7 +781,13 @@ 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
@@ -789,7 +800,7 @@ 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,
}, },
} }
@@ -864,10 +875,11 @@ 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", 13 }, -- 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
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "move_npc_to", 9, 5, y + 1 }, -- 11 { "move_npc_to", 9, 5, y + 1 }, -- 11
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 12 { "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 12
}, "down") }, "down")
@@ -899,10 +911,11 @@ 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", 12 }, -- 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
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 10 { "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 10
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 11 { "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 11
}, onLeft and "up" or "left") }, onLeft and "up" or "left")
+21
View File
@@ -28,6 +28,14 @@
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a -- 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 -- successful give, which is what makes the leader's talk script retry
-- later (gyms.lua). -- 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 = {}
@@ -50,6 +58,8 @@ return {
{ "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",
@@ -64,6 +74,8 @@ return {
gotFlag = "EVENT_GOT_TM11", gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText", 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",
}, },
@@ -76,6 +88,7 @@ return {
gotFlag = "EVENT_GOT_TM24", gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText", 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",
}, },
@@ -89,6 +102,7 @@ return {
gotFlag = "EVENT_GOT_TM21", gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText", 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",
}, },
@@ -102,6 +116,7 @@ return {
gotFlag = "EVENT_GOT_TM06", gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText", 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",
}, },
@@ -115,6 +130,8 @@ return {
gotFlag = "EVENT_GOT_TM46", gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText", 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",
}, },
@@ -128,6 +145,8 @@ return {
gotFlag = "EVENT_GOT_TM38", gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText", 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",
}, },
@@ -141,6 +160,8 @@ return {
gotFlag = "EVENT_GOT_TM27", gotFlag = "EVENT_GOT_TM27",
noRoom = "_ViridianGymGiovanniTM27NoRoomText", 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",
}, },
+4 -2
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@@ -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,
}, },
} }
+2 -1
View File
@@ -100,7 +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 = {
+2 -2
View File
@@ -1,6 +1,6 @@
# Sideload the iOS build with AltStore # Sideload the iOS build with AltStore
Every GitHub Release ships an IPA (`gen1recomp-*-ios.ipa`). Install it on Every GitHub Release ships an IPA (`gen1recomp++-*-ios.ipa`). Install it on
your iPhone or iPad with [AltStore Classic](https://altstore.io/) — AltStore 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 re-signs the app with **your** free Apple ID so you do not need a Mac or
Xcode. Xcode.
@@ -23,7 +23,7 @@ Stuck? Start here:
## 2. Install the game ## 2. Install the game
1. Download `gen1recomp-*-ios.ipa` from 1. Download `gen1recomp++-*-ios.ipa` from
[Releases](https://github.com/bryanthaboi/gen1recomp/releases). [Releases](https://github.com/bryanthaboi/gen1recomp/releases).
2. Open **AltStore** on the phone (AltServer must be running on the same 2. Open **AltStore** on the phone (AltServer must be running on the same
WiFi, or keep the phone plugged into the computer). WiFi, or keep the phone plugged into the computer).
+8 -6
View File
@@ -130,18 +130,20 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
duplicate) and returns one row per mod: duplicate) and returns one row per mod:
`{id, name, version, badge, description, enabled, status, statusDetail}`. `{id, name, version, badge, description, enabled, status, statusDetail}`.
`badge` is the manifest's `category`, falling back to `profile`, then `badge` is the manifest's `category`, falling back to `profile`, then
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means `"MOD"`, uppercased. `enabledByVersion` contains an answer for each game;
enabled, matching the loader's own default). missing entries default to enabled (except experimental mods), matching the
loader. On the first run with per-game controls, legacy shared choices are
copied to every installed game's answer.
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure - `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle` `LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
and the validated manifests: `conflict` when enabling this mod collides and the validated manifests: `conflict` when enabling this mod collides
with another enabled one; `warn` for an out-of-range `game_version` or an with another enabled one; `warn` for an out-of-range `game_version` or an
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
`love.*` calls, this half is table-driven by the test suite on its own. `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 - `LauncherMods.setEnabled(id, bool, version)` persists the selected game's
boolean, the exact shape `Loader:_saveState` writes, so the running game answer, so the running game and the in-game `ManagerState` see the change on
and the in-game `ManagerState` see the change on next boot. The mods panel next boot. The MODS panel renders a coloured checkbox for Red, Blue, Yellow,
calls this on every toggle and re-derives the list right away and Gold on every row and re-derives the list right away
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict) (`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload. shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with - `LauncherMods.installZip(path)` mounts the archive with
+54
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@@ -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.
+22 -16
View File
@@ -96,14 +96,14 @@ 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)`, dependency does not run on the selected game reads `Needs <id> (not for Gold)`,
matching the loader's contagious skip. matching the loader's contagious skip.
A separate overlay, `options.modsByVersion[version][id]`, is where a per-game A separate overlay, `options.modsByVersion[version][id]`, holds each game's
enable flag will live. It is a preview: `SaveData.PER_VERSION_MODS` is `false`, enable flag. The launcher shows a coloured Red / Blue / Yellow / Gold checkbox
so `SaveData.modScope` answers nil for every caller and the launcher panel, the for every installed mod, and the loader and in-game manager read the same
in-game manager and the loader all read *and* write the one shared game-specific answer on the next boot. On the first launch after this feature,
`options.mods` flag. Nothing consults the overlay for enablement until that the existing shared state is copied to every game, so a mod that was enabled
flips, which is deliberate: the overlay is plantable from an imported remains enabled everywhere; after that, changing one checkbox affects only
`.g1rmodlist`, and a reader scoped differently from the writers would show a that game. New mods still default to enabled on every game (experimental mods
mod set no boot would honour. retain their explicit opt-in default).
That is deliberate. Gold reimplements the battle engine, the overworld, the 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 script VM and the save format, so a Gen 1 mod dropped into a Gold boot would
@@ -118,10 +118,11 @@ Gen 2 games no longer loads on Red, Blue or Yellow. Say `["all"]` or list both
generations if you want both. generations if you want both.
Two riders. **A hard dependency that does not run here takes the dependent down Two riders. **A hard dependency that does not run here takes the dependent down
with it**, as a skip rather than a failure and carrying the dependency's own with it** (unless scoped to specific games, e.g.
wording (`depends on X, which does not run here (For Blue, not Red)`), so the `dependencies: [{ id = "x", games = ["gen2"] }]`), as a skip rather than a
whole chain has to cover the same games. And **the claim is yours, not the last failure and carrying the dependency's own wording (`depends on X, which does not
word**: it is the manager's `TRY HERE ANYWAY` row that lets a player run a mod 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 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 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 `{ [version] = true }` table, so forcing a mod onto Red does not force it onto
@@ -474,6 +475,8 @@ Generation-agnostic; nothing to adapt.
(`src/world/gen2/WorldAPI.lua`). Two differences show through and are (`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 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. 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 `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 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 an extracted one and survives a map reload; it is not serialized, so a mod
@@ -531,8 +534,9 @@ gains a field instead of the name gaining a prefix.
`pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`, `pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`,
`battle.crit`, `battle.accuracy`, `battle.turn_order`, `battle.crit`, `battle.accuracy`, `battle.turn_order`,
`battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`, `battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`,
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm` `catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`,
and `battle.catch_exp`. One payload difference: Gen 1's vanilla `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 `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 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 Gen 1 keys. A mod that calls `nextFn` is unaffected; one that reaches through
@@ -544,11 +548,13 @@ gains a field instead of the name gaining a prefix.
each row's decision in `evolution.check`. The hook passes `data` where Gen 1 each row's decision in `evolution.check`. The hook passes `data` where Gen 1
passes `game`; positions 2-4 (mon, row, trigger) match. passes `game`; positions 2-4 (mon, row, trigger) match.
- *The frame (`src/core/Game2.lua`):* hooks `input.step`, `input.pointer`, - *The frame (`src/core/Game2.lua`):* hooks `input.step`, `input.pointer`,
`render.zones`, `render.compose`, `render.letterbox`, `render.hud`. Each sits `render.zones`, `render.compose`, `render.output_enabled`, `render.output`,
`render.letterbox`, `render.hud`. Each sits
at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it 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 -- 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 first refusal on, the palette zone list handed to the present pass, the
letterbox, and the finished playfield rect -- and carries the same payload. 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 `render.hud`'s `gameX` / `gameY` really is where Gold's dialogue boxes and
menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale` menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale`
compute the same number. `render.zones` is handed `nil` in GBC mode (Gold compute the same number. `render.zones` is handed `nil` in GBC mode (Gold
+91
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@@ -0,0 +1,91 @@
# 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`.
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 shape or the meaning of an
existing field. 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.
+229 -10
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@@ -21,6 +21,76 @@ 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"
],
"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. |
| `conflicts` / `incompatible` | `array` | List of mod IDs that cannot run concurrently with this mod. |
| `permissions` | `array` | Requested privileges (e.g. `["engine_internals"]`, `["network"]`, `["filesystem"]`). |
| `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.
## Mods and Gold (Gen 2) ## Mods and Gold (Gen 2)
The mod API is one API across both generations, but Gold runs its own battle The mod API is one API across both generations, but Gold runs its own battle
@@ -66,7 +136,16 @@ optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
`"3"` (darkest); their matching width and height fields describe the grid. `"3"` (darkest); their matching width and height fields describe the grid.
`markers` contains active `{ kind, x, y }` points in map-cell coordinates for `markers` contains active `{ kind, x, y }` points in map-cell coordinates for
`warp`, visible `item`, and untaken `hidden` locations. All fields are `warp`, visible `item`, and untaken `hidden` locations. All fields are
read-only snapshots; mods choose which layers to render. 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.
## Rendering pipelines ## Rendering pipelines
@@ -231,7 +310,18 @@ local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine `context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
version is compatibility metadata; physical launcher-slot and path identity stays version is compatibility metadata; physical launcher-slot and path identity stays
private. 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 read-only: it never allocates an identity, adopts a
fresh New Game, or exposes a slot id/path. Its `context()`, `read(key)`,
`write(key, value)`, `list(prefix)`, and `delete(key)` methods have the same
data-only and transaction 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.
Values must be tables containing serializable data only. Keys are conservative Values must be tables containing serializable data only. Keys are conservative
slash-separated segments (letters, digits, `_`, `-`); paths and filesystem slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
@@ -250,13 +340,21 @@ if capability.canCapture then
end end
local ok, code, message = mod.checkpoints:restore(game, checkpoint) 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 Checkpoint format 1 supports settled overworld control and proven battle
player-decision safe points. Battle checkpoints are limited to ordinary player-decision safe points. Ordinary single-player wild/trainer encounters are
single-player wild/trainer origins with no suspended script; link, Safari, supported. Scripted story battles are also supported when the engine can detach
ghost, demo, scripted, animation, message, queue, and forced-action phases fail their current built-in battle command and data-only row continuation, rebind any
closed. New checkpoints preserve gameplay RNG, while legacy overworld records 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 without RNG remain loadable. Capture excludes global options and runtime
objects. Restore validates format, game/playthrough identity, content, objects. Restore validates format, game/playthrough identity, content,
coordinates, battle relationships, continuation, and RNG before mutation; coordinates, battle relationships, continuation, and RNG before mutation;
@@ -293,7 +391,37 @@ private state. A mod that deliberately stores progress-coupled truth in
cannot distinguish it safely from independent history, configuration, or cache cannot distinguish it safely from independent history, configuration, or cache
data. data.
See RFC 0003, RFC 0004, and RFC 0005 for exact contracts and error codes. `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.
## Developer console ## Developer console
@@ -382,6 +510,20 @@ 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, 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. or push one onto a second screen, without the engine knowing the layout.
`render.output_enabled` and `render.output` are the later, whole-window seam
for mods that need the engine's normal composite rather than its separate
layers. It runs after registered present pipelines and before GBCFX,
`render.hud`, and touch controls. A mod wraps both hooks: the first returns
`true` only while output ownership is needed, and the second receives
`(next, ctx)` with `canvas`, `width`, `height`, `gameX`, `gameY`, `gameWidth`,
`gameHeight`, `scale`, `dpiX`,
`dpiY`, and `generation`. Returning `true` from `render.output` takes over the
window; calling `next(ctx)` keeps the normal presentation. Both hooks default
to `false`. Enabling the seam requires a full-window canvas for that frame.
With no `render.output` subscriber, or while `render.output_enabled` is false,
the existing presentation path is unchanged. `render.compose` takes precedence
when it owns the frame.
`screen.render_visible` receives `(next, state)` while the main screen is being `screen.render_visible` receives `(next, state)` while the main screen is being
composed. Return `false` to omit that state from drawing, opacity selection and 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 palette-zone ownership. The state remains on the stack and keeps its normal
@@ -397,9 +539,13 @@ identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently `battle.bottom_ui_visible` and `battle.status_hud_visible` independently
control the battle text/menu layer and the HP/status panels. Both receive control the battle text/menu layer and the HP/status panels. Both receive
`(next, state)` and default to `true`, so vanilla rendering is unchanged. `(next, state)` and default to `true`, so vanilla rendering is unchanged.
Pushed text boxes also pass through `battle.bottom_ui_visible`; a wrapper that Both hooks apply to Gen 1 and Gen 2 battles.
only owns battle presentation should return `false` only for its active battle Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
or text-box state. 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 `core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
(once per frame). Vanilla behavior resolves the per-category GAME SPEED (once per frame). Vanilla behavior resolves the per-category GAME SPEED
@@ -449,3 +595,76 @@ platform-bridge mod bundled only with that build's launcher, for example).
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call` Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
already falls straight through to the vanilla function when no mod has already falls straight through to the vanilla function when no mod has
wrapped the name, at negligible cost. 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.
+3 -4
View File
@@ -19,16 +19,16 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
* **Soft reset button combination** * **Soft reset button combination**
* **Keyboard and controller rebinding** * **Keyboard and controller rebinding**
* **Mod profiles** with separate mod settings and save slots * **Mod profiles** with separate mod settings and save slots
* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage, so it cannot reach the rest of your device
* **Improved launcher and save editor UI**, including background downloads and update checks * **Improved launcher and save editor UI**, including background downloads and update checks
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends * **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
* **Custom boot branding** * **Custom boot branding**
## Pokémon Gold (Gen 2) ## Pokémon Gold (Gen 2)
A fourth game the launcher can import and play, built from pret/pokegold the same way Red/Blue/Yellow are built from pokered. Port extras beyond the cartridge: A fourth game the launcher can import and play, built from pret/pokegold the same way Red/Blue/Yellow are built from pokered (and pokeyellow). Port extras beyond the cartridge:
* **Separate Gold save file** beside the Gen 1 ones * **COLOR, zoom, tilt, GBC FX, and quick save/load**
* **COLOR, zoom, tilt, GBC FX, and quick save/load** on the same keys as Gen 1
* **UI that stays fixed while the overworld zooms** * **UI that stays fixed while the overworld zooms**
* **Border-block surrounds** for maps smaller than the screen * **Border-block surrounds** for maps smaller than the screen
* **Gold-specific launcher options** * **Gold-specific launcher options**
@@ -39,5 +39,4 @@ A fourth game the launcher can import and play, built from pret/pokegold the sam
* **Followers** for mods, plus Gen 2-only registries and hooks * **Followers** for mods, plus Gen 2-only registries and hooks
* **On-screen touch pad** and controller SELECT for registered items * **On-screen touch pad** and controller SELECT for registered items
Actual approximations, and missing original behavior are documented separately in `docs/known-differences.md`.
+26 -12
View File
@@ -258,20 +258,34 @@ 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 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`. 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 ### One limit worth knowing
**Per-game enable flags are still a preview.** The overlay **Enablement is per game.** The overlay
`options.modsByVersion[version][id]` exists and every surface goes through `options.modsByVersion[version][id]` is read and written through
`SaveData.modEnabled` / `SaveData.setModEnabled`, but `SaveData.modEnabled` / `SaveData.setModEnabled` by the launcher, in-game
`SaveData.PER_VERSION_MODS` is `false` manager, and loader. Existing shared settings are copied to every game the
(`src/core/SaveData.lua:489`). While it is false, `SaveData.modScope` answers first time this version sees the installed mods; from then on, each coloured
nil for every caller, so the launcher panel, the in-game manager *and* the game checkbox changes only that game's next boot. Nothing about this affects a
loader all read and write the one shared `options.mods` flag and the overlay is mod author; it affects what a player can express.
not consulted for enablement anywhere. That matters because the overlay is
plantable from an imported `.g1rmodlist`: keeping every reader on the same
scope as every writer is what stops a stored per-game flag from showing a mod
set no boot would honour. Nothing about this affects a mod author; it affects
what a player can currently express.
Targeting is a different question from enablement and *is* enforced per game, Targeting is a different question from enablement and *is* enforced per game,
as above. The two do not share a switch. as above. The two do not share a switch.
+30 -12
View File
@@ -15,9 +15,12 @@ references, completion is currently an `onFinish` closure, and scripted battles
resume a suspended `ScriptRunner` coroutine. Copying the controller would create resume a suspended `ScriptRunner` coroutine. Copying the controller would create
a record that is neither data-only nor process-independent. a record that is neither data-only nor process-independent.
The engine can instead expose a narrow semantic safe point. This gives all mods The engine can instead expose a narrow semantic safe point. Ordinary encounters
the strongest persistent battle checkpoint the current architecture can prove, use fixed engine-owned completion descriptors. A scripted story encounter may
without claiming mid-animation or suspended-script support. also participate when its active command row and remaining row-list are
detached data, its NPC can be rebound by stable object id, and its completion is
one of the engine-declared semantic forms. The suspended coroutine itself is
never captured.
## API delta ## API delta
@@ -26,7 +29,7 @@ second format-1 runtime kind.
### Capability ### Capability
`mod.checkpoints:inspect(game)` returns this only when an ordinary single-player `mod.checkpoints:inspect(game)` returns this only when a supported single-player
wild or trainer battle is settled at the player command menu: wild or trainer battle is settled at the player command menu:
```lua ```lua
@@ -35,13 +38,15 @@ wild or trainer battle is settled at the player command menu:
The action/message queue, waits, UI, animations, HP/status presentation, and The action/message queue, waits, UI, animations, HP/status presentation, and
faint processing must be settled. The player must actually control the menu. faint processing must be settled. The player must actually control the menu.
The underlying overworld must have no running/queued script or scripted move, The battle must carry an engine-owned semantic continuation descriptor. An
and the battle must carry an engine-owned semantic continuation descriptor. ordinary encounter requires an idle overworld. A scripted story encounter may
have exactly its originating foreground runner suspended at the battle command;
queued/parallel scripts and scripted movement remain unsafe.
Additional refusal codes are `battle_phase_busy`, `battle_origin_unsupported`, Additional refusal codes are `battle_phase_busy`, `battle_origin_unsupported`,
`battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari, `battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari,
ghost, old-man/demo, fishing, static-object, script-suspended, and mod-created ghost, old-man/demo, fishing, opaque callback continuations, non-data-only
closure continuations remain rejected. scripts, and unsupported concurrent script work remain rejected.
### Capture ### Capture
@@ -107,10 +112,20 @@ trainer class/party, and optional header event; a win reapplies the same defeate
flag, event, reward, and `afterBattle` path. Reconstructed overworld input and flag, event, reward, and `afterBattle` path. Reconstructed overworld input and
NPC freeze state are normalized instead of reviving the old closure. NPC freeze state are normalized instead of reviving the old closure.
`Commands.start_battle` is deliberately unsupported: its completion closure For `start_battle`, `rival_battle`, and `static_battle`, the runner records the
mutates script context and resumes a coroutine whose program counter and Lua detached row list and current command program counter plus stable source/NPC
stack cannot be serialized. Existing script rejection remains the correct safe identity where present. On restore, battle completion starts a fresh runner at
contract until a separate semantic ScriptRunner checkpoint RFC exists. that command with a one-use semantic battle result. Replaying the current
command (rather than skipping to the next row) preserves wrapper behavior such
as rival-party consequences, static-object removal, `lastCheck`, and deferred
`afterBattle` evolution ordering. The reconstructed overworld starts with
normalized input/NPC freeze state, so an engine-marked `release_npc` callback
needs no closure revival.
Arbitrary `onDone` callbacks, function-bearing rows, unknown commands, missing
NPC identities, old-man/demo flows, and concurrent scripts fail closed. This is
not a general ScriptRunner snapshot: no coroutine, Lua stack, local variable,
function, or runtime object enters the checkpoint.
## Migration note ## Migration note
@@ -138,3 +153,6 @@ No-mod behavior is unchanged when checkpoints are unused.
- exactly one post-verification `checkpoint.restored` event and none on failure; - exactly one post-verification `checkpoint.restored` event and none on failure;
- legacy overworld checkpoint compatibility; - legacy overworld checkpoint compatibility;
- complete ROM-free engine and public mod-API suites. - complete ROM-free engine and public mod-API suites.
- scripted trainer and static/wild story continuation, including wrapper-row
replay, cold reconstruction, malformed row rejection, and opaque callback
refusal.
@@ -0,0 +1,92 @@
# RFC 0006 — Selected title playthrough storage and checkpoint resume
## Status
Proposed. Engine: `SaveData.lua`, `Storage.lua`, `Checkpoint.lua`, and
`Loader.lua`. Tests: `title_playthrough_context.lua`, existing storage,
checkpoint, title, save-slot, and no-mod parity suites.
## Motivation
A tool checkpoint may be the first durable record of a new playthrough. The
engine intentionally keeps normal Pokémon SAVE independent: before the first
normal write, identity is retained by the engine-owned selected-slot mapping,
while title starts with a fresh New Game skeleton. A durable checkpoint tool may
explicitly create one ordinary progress anchor after its first checkpoint has
committed; later tool writes must remain independent. Calling ordinary active
`mod.storage` there would allocate/adopt an identity, and live
`mod.checkpoints:restore` correctly refuses title because it has no gameplay
rollback state. Generic public capabilities are required; a tool must not use
private storage paths, slot ids, or simulate the player's SAVE menu flow.
## Additive public API
### `mod.storage:selected(game)`
Available only while the engine is in a title session. Returns an opaque bound
facade or `nil, code, message`:
```lua
local selected = mod.storage:selected(game)
local context = selected:context()
local history = selected:read("history/index")
```
The facade exposes `context()`, `read(key)`, `write(key, value)`,
`list(prefix)`, and `delete(key)`. It is bound internally to the launcher-
selected existing game-version/playthrough and the calling mod id. It neither
accepts an arbitrary playthrough id nor reveals a slot id, filesystem path, or
another mod namespace. Resolution is read-only; no selected mapping means
`no_selected_playthrough`, and opening a title browser never mints an identity.
Its detached context can include only `normalSavedAt` from a matching ordinary
save, so title tools can apply their own resume policy without receiving the
canonical normal-save record.
### `mod.checkpoints:ensureNormalSave(game, checkpoint)`
Available only at a live checkpoint-safe boundary. After a tool has durably
committed the supplied current checkpoint, it may request an ordinary progress
anchor for a playthrough that has never had one. The engine validates the
checkpoint, proves it exactly matches a fresh capture of the live runtime, and
uses the normal atomic save path including `save.write` lifecycle/veto hooks.
The operation is idempotent. It returns `true, "already_exists"` without writing
when matching normal progress already exists, so later checkpoints never move
the vanilla CONTINUE target. A stale/non-current checkpoint, unsafe runtime,
write veto/failure, or failed readback returns a structured failure. A tool
should call it only after its own checkpoint and index are durable and must not
report that first checkpoint as successful if the required anchor fails.
### `mod.checkpoints:resume(game, checkpoint)`
Available only from title. It validates format, data-only structure, selected
game/playthrough identity, canonical save/content, overworld/battle runtime, and
RNG exactly as `restore` does. It then reconstructs semantic overworld or a
supported battle continuation, preserves current options, and differentially
recaptures before committing. On success it emits `checkpoint.restored` once.
Title has no live runtime rollback. A reconstruction or verification failure
therefore rebuilds a clean title session from the pre-operation title save and
RNG; it emits no success event and never rewrites normal progress. Validation
failure leaves the existing title session untouched. Stable errors include
`not_at_title`, `no_selected_playthrough`, normal checkpoint validation codes,
`resume_failed`, and `title_recovery_failed`.
## Isolation and migration
Explicit NEW GAME retains its existing fresh-identity rule. It does not reuse a
previous selected mapping and cannot see old tool history. Existing mods change
nothing: no identity, storage, title reconstruction, or event is created unless
the new methods are called. `mod.storage` remains independent durable data and
does not rewind with a checkpoint; canonical `game.save` / `mod.save` does.
## Verification
The public SDK test starts a fresh playthrough, stores tool history, creates and
readback-verifies exactly one normal anchor, proves subsequent calls do not
rewrite it, simulates title/restart, reads the selected binding without
allocating title identity, resumes an overworld checkpoint, preserves options,
differentially recaptures, and confirms a later explicit NEW GAME receives
another identity. A separate two-process disk test proves cold-start routing and
reconstruction. Existing no-mod, storage, checkpoint, battle, and title suites
prove additive parity.
@@ -0,0 +1,46 @@
# RFC 0007: Battle menu auxiliary actions
## Status
Proposed.
## Problem
Tool mods can inspect/capture a persistent checkpoint only at a settled
ordinary wild/trainer player-decision boundary. Before this proposal, that
boundary had no public semantic input/action seam: `BattleState` consumed the
command loop directly. A mod could reach it only through private battle/input
internals, which would be unsafe and incompatible with controller/touch input.
## Contract
`mod.hooks:wrap("battle.menu_auxiliary", callback)` is called only when START
is pressed at the existing checkpoint-safe player-decision boundary. The
callback signature is:
```lua
function callback(next, game, context)
-- context is { kind = "wild" } or { kind = "trainer" }
-- return true after claiming START, otherwise return next(game, context)
end
```
The context is data-only. No live battle controller, input object, serializer,
or restoration primitive is exposed. A `true` result consumes START for that
fixed step without selecting a battle command. With no installed handler,
START is inert exactly as before. Hook priorities and error isolation are the
existing generic wrapper semantics: a throwing handler is skipped and cannot
advance battle state.
The engine reuses the same internal safety predicate as battle checkpoint
capture. Link, Safari, ghost/demo, unsupported origins, scripts, queues,
animations, messages, forced replacement/locked actions, and unsettled HP or
status presentation never invoke the hook.
## Compatibility and verification
The call is additive and no-op with no handler. ROM-free engine tests prove
wild/trainer delivery, cursor/turn preservation, and unsafe-phase refusal;
the mod-SDK fixture proves a loaded mod can consume the semantic action using
only its public hook facade. `gate_hooks` automatically includes the new call
site in no-mod parity coverage.
+49
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@@ -0,0 +1,49 @@
# RFC 0008 — Read-only device power information for sandboxed mods
## Status
Proposed. Engine: `Loader.lua`, `Sandbox.lua`. Test:
`tests/modkit/cases/device_power_info.lua`.
## Motivation
A handheld UI mod can show the player's battery state and warn before power
loss. The sandbox correctly removes `love.system` because that module also
launches URLs and exposes other host operations, but it leaves no scoped way
to read the harmless power values that LÖVE already provides.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua`: blocked host modules stay
blocked while legitimate operations receive narrow engine-owned facades.
## The exact API delta
Add `mod.device:powerInfo() -> state, percent`.
The engine calls `love.system.getPowerInfo()` outside the mod sandbox and
returns only its first two values. `state` is one of LÖVE's standard power
states. `percent` is `0` through `100` or `nil`. When the platform has no
power-information backend, the result is `"unknown", nil`.
No permission grants access to `love.system`; URL launching, clipboard access,
OS identification, and the module table itself remain unavailable.
## Migration note for existing mods
Mods that used `love.system.getPowerInfo()` replace that call with
`mod.device:powerInfo()`. No other mod changes.
## Parity tests
- **No mod:** loading no mods does not call the platform power backend.
- **Mod API:** a fixture mod loaded through the public loader receives state
and percentage through `mod.device`, while the existing sandbox suite keeps
proving that direct `love.system` access is refused.
- **Unavailable backend:** the public facade returns `"unknown", nil` rather
than inventing battery data or failing mod load.
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system` block
remains in force.
+68
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@@ -0,0 +1,68 @@
# RFC 0009 — Permission-gated step bridge for sandboxed mods
## Status
Proposed. Engine: `Steps.lua` (new), `Loader.lua`, `Manifest.lua`,
`Sandbox.lua`. Test: `tests/modkit/cases/steps_bridge.lua`. Issue: #1186.
## Motivation
The iOS and Android builds count the player's real-world steps natively
(#452, #489), exposed to Lua as `love.system.syncHealthSteps()` and
delivered as `steps_pending.json` in the save-directory root. The sandbox
correctly blocks both — `love.system` also launches URLs, and the file API
names paths — but that leaves the bridge with no consumer: the mod that
step counting was built for (Pokéwalker, steps→EXP) can no longer be
written.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua` (blocked host modules
stay blocked; legitimate operations receive narrow engine-owned facades)
and the permission model `network` established: a `manifest.json`
permission the player sees in the mod manager that genuinely gates a
capability.
## The exact API delta
A new manifest permission token, `steps`, and a `mod.steps` facade:
- `mod.steps:available() -> boolean` — whether this build carries the
native bridge. Answers `false` without the permission, so a probe stays
quiet.
- `mod.steps:sync() -> boolean` — asks the platform to refresh its count
(async; the OS consent sheet still appears on first use, exactly as
before the sandbox). `false` when there is no bridge.
- `mod.steps:poll() -> { steps = n, from = iso?, to = iso? } | nil` — the
next delivery for this mod, engine-consumed from the pending file. Each
permissioned mod receives its own copy of a delivery.
Without the permission, `sync` and `poll` raise an error naming the
missing permission, the way the network gate does. The engine owns the
pending file: mods never learn its name or location, and only the three
contract fields travel. No new event, hook, or registry names.
## Migration note for existing mods
Mods that called `love.system.syncHealthSteps()` and read
`steps_pending.json` themselves add `"steps"` to `permissions` and switch
to `mod.steps:sync()` / `mod.steps:poll()`. No other mod changes.
## Parity tests
- **No mod:** with nothing installed the bridge is never called and a
pending file on disk is left untouched.
- **Mod API:** a fixture mod with the permission syncs and receives a
delivery through the public loader; two permissioned mods both receive
the same walk; a second poll returns nil.
- **No permission:** `available()` is false and the acting calls name the
missing permission; the sandbox suite keeps proving direct
`love.system` access is refused.
- **Malformed delivery:** a bad or empty pending file is dropped whole
rather than crashing a poll (the native anchor only advances on a
successful sync, so nothing is lost).
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system`
and `love.filesystem` blocks remain in force.
+12 -1
View File
@@ -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
+93
View File
@@ -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."
+29 -5
View File
@@ -14,6 +14,7 @@ local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
local LaunchOptions = require("src.core.LaunchOptions") local LaunchOptions = require("src.core.LaunchOptions")
local NxDisplay = require("src.core.NxDisplay") local NxDisplay = require("src.core.NxDisplay")
local PlatformHooks = require("src.core.PlatformHooks") local PlatformHooks = require("src.core.PlatformHooks")
local HostDisplay = require("src.core.HostDisplay")
-- Lua errors: persist a redacted trace in the save dir and surface a hint. -- Lua errors: persist a redacted trace in the save dir and surface a hint.
do do
@@ -197,14 +198,19 @@ end
local touchEditorHost local touchEditorHost
local closeTouchControlsEditor -- forward declaration local closeTouchControlsEditor -- forward declaration
local function openTouchControlsEditor() -- `version` is the launcher tab the gear was opened on, and it decides which
-- option block the layout lands in (src/ui/TouchControlsEditor.lua persist).
local function openTouchControlsEditor(version)
touchEditorHost = Importer touchEditorHost = Importer
if Importer and Importer.prepareOverlayHandoff then if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff() Importer:prepareOverlayHandoff()
end end
Importer = nil Importer = nil
TouchEditor = require("src.ui.TouchControlsEditor") TouchEditor = require("src.ui.TouchControlsEditor")
TouchEditor.load({ onClose = function() closeTouchControlsEditor() end }) TouchEditor.load({
version = version,
onClose = function() closeTouchControlsEditor() end,
})
end end
function closeTouchControlsEditor() function closeTouchControlsEditor()
@@ -425,6 +431,7 @@ function love.load(args)
end end
function love.update(dt) function love.update(dt)
HostDisplay.update(dt)
SwitchDiagnostics.maybeFlush(false) SwitchDiagnostics.maybeFlush(false)
-- NX only (no-op elsewhere): follow dock/undock without waiting for SDL. -- NX only (no-op elsewhere): follow dock/undock without waiting for SDL.
NxDisplay.sync() NxDisplay.sync()
@@ -472,11 +479,27 @@ function love.update(dt)
end end
function love.draw() function love.draw()
if editorMode then return EditorApp.draw() end if editorMode then
if TouchEditor then return TouchEditor.draw() end HostDisplay.beginFrame("editor", EditorApp)
if Importer then return Importer:draw() end local result = EditorApp.draw()
HostDisplay.endFrame("editor", EditorApp)
return result
end
if TouchEditor then
HostDisplay.beginFrame("touch_editor", TouchEditor)
local result = TouchEditor.draw()
HostDisplay.endFrame("touch_editor", TouchEditor)
return result
end
if Importer then
HostDisplay.beginFrame("launcher", Importer)
local result = Importer:draw()
HostDisplay.endFrame("launcher", Importer)
return result
end
if not Game then return end if not Game then return end
HostDisplay.beginFrame("game", Game)
Game:draw() Game:draw()
-- frame capture requested by a driver -- frame capture requested by a driver
if Game.capturePath then if Game.capturePath then
@@ -491,6 +514,7 @@ function love.draw()
end end
end) end)
end end
HostDisplay.endFrame("game", Game)
end end
function love.keypressed(key, scancode, isrepeat) function love.keypressed(key, scancode, isrepeat)
@@ -23,6 +23,7 @@
#ifdef LOVE_ANDROID #ifdef LOVE_ANDROID
#include <cerrno> #include <cerrno>
#include <cstring>
#include <unordered_map> #include <unordered_map>
#include <SDL.h> #include <SDL.h>
@@ -324,6 +325,182 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
return result; return result;
} }
/*
* TLS sockets. Same resolution rule as httpDownload above -- the activity's
* own class, never FindClass -- and the same tolerance for an old APK: a
* missing method answers like a platform without TLS instead of aborting.
*/
static jclass tlsActivityClass(JNIEnv *env)
{
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return nullptr;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
return activity;
}
int tlsOpen(const char *host, int port)
{
if (host == nullptr)
return -1;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsOpen", "(Ljava/lang/String;I)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jstring jhost = env->NewStringUTF(host);
jint result = env->CallStaticIntMethod(activity, method, jhost, (jint) port);
env->DeleteLocalRef(jhost);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsStatus(int handle)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsStatus", "(I)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jint result = env->CallStaticIntMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsSend(int handle, const char *data, int length)
{
if (data == nullptr || length <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsSend", "(I[B)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jbyteArray payload = env->NewByteArray((jsize) length);
if (payload == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
env->SetByteArrayRegion(payload, 0, (jsize) length, (const jbyte*) data);
jint result = env->CallStaticIntMethod(activity, method, (jint) handle, payload);
env->DeleteLocalRef(payload);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsReceive(int handle, char *buf, int max)
{
if (buf == nullptr || max <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsReceive", "(II)[B");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle, (jint) max);
env->DeleteLocalRef(activity);
if (result == nullptr)
return 0;
jbyteArray bytes = (jbyteArray) result;
jsize length = env->GetArrayLength(bytes);
if (length > max)
length = max;
env->GetByteArrayRegion(bytes, 0, length, (jbyte*) buf);
env->DeleteLocalRef(result);
return (int) length;
}
bool tlsError(int handle, char *buf, int max)
{
if (buf == nullptr || max <= 0)
return false;
buf[0] = '\0';
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return false;
jmethodID method = env->GetStaticMethodID(activity, "tlsError", "(I)Ljava/lang/String;");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
if (result == nullptr)
return false;
jstring text = (jstring) result;
const char *utf = env->GetStringUTFChars(text, nullptr);
if (utf != nullptr)
{
strncpy(buf, utf, (size_t) max - 1);
buf[max - 1] = '\0';
env->ReleaseStringUTFChars(text, utf);
}
env->DeleteLocalRef(result);
return buf[0] != '\0';
}
void tlsClose(int handle)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return;
jmethodID method = env->GetStaticMethodID(activity, "tlsClose", "(I)V");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return;
}
env->CallStaticVoidMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
}
/* /*
* Helper functions for the filesystem module * Helper functions for the filesystem module
*/ */
@@ -98,6 +98,27 @@ bool restartApp();
**/ **/
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept); bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
/**
* TLS client sockets (GameActivity.tls*, implemented by TlsSocket.java).
* LuaSocket, which is what LOVE ships, does TCP only, so wss:// is otherwise
* unreachable -- and an Archipelago room hosted on archipelago.gg accepts a
* plain connection only to drop it. The platform has both a TLS stack and the
* system trust store, so this borrows them rather than vendoring mbedTLS.
*
* tlsOpen returns a handle immediately and connects on its own thread: poll
* tlsStatus for 0 connecting / 1 open / 2 closed, and -1 for a handle that
* does not exist. Bytes given to tlsSend before the handshake finishes are
* queued rather than refused. tlsReceive fills buf and returns how much it
* took, 0 when nothing is waiting. A closed connection keeps both its reason
* (tlsError) and whatever arrived before it closed until tlsClose.
**/
int tlsOpen(const char *host, int port);
int tlsStatus(int handle);
int tlsSend(int handle, const char *data, int length);
int tlsReceive(int handle, char *buf, int max);
bool tlsError(int handle, char *buf, int max);
void tlsClose(int handle);
/* /*
* Helper functions for the filesystem module * Helper functions for the filesystem module
*/ */
@@ -244,6 +244,72 @@ bool System::httpDownload(const char *url, const char *destPath,
#endif #endif
} }
int System::tlsOpen(const char *host, int port) const
{
#ifdef LOVE_ANDROID
return love::android::tlsOpen(host, port);
#else
LOVE_UNUSED(host);
LOVE_UNUSED(port);
return -1;
#endif
}
int System::tlsStatus(int handle) const
{
#ifdef LOVE_ANDROID
return love::android::tlsStatus(handle);
#else
LOVE_UNUSED(handle);
return -1;
#endif
}
int System::tlsSend(int handle, const char *data, int length) const
{
#ifdef LOVE_ANDROID
return love::android::tlsSend(handle, data, length);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(data);
LOVE_UNUSED(length);
return -1;
#endif
}
int System::tlsReceive(int handle, char *buf, int max) const
{
#ifdef LOVE_ANDROID
return love::android::tlsReceive(handle, buf, max);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(buf);
LOVE_UNUSED(max);
return -1;
#endif
}
bool System::tlsError(int handle, char *buf, int max) const
{
#ifdef LOVE_ANDROID
return love::android::tlsError(handle, buf, max);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(buf);
LOVE_UNUSED(max);
return false;
#endif
}
void System::tlsClose(int handle) const
{
#ifdef LOVE_ANDROID
love::android::tlsClose(handle);
#else
LOVE_UNUSED(handle);
#endif
}
bool System::hasBackgroundMusic() const bool System::hasBackgroundMusic() const
{ {
#if defined(LOVE_ANDROID) #if defined(LOVE_ANDROID)
@@ -149,6 +149,20 @@ public:
virtual bool httpDownload(const char *url, const char *destPath, virtual bool httpDownload(const char *url, const char *destPath,
const char *userAgent = nullptr, const char *accept = nullptr) const; const char *userAgent = nullptr, const char *accept = nullptr) const;
/**
* TLS client sockets (Android only; every call fails elsewhere, where
* LuaSec or another provider is the answer). Non-blocking by contract:
* tlsOpen returns a handle and connects on its own thread, tlsStatus
* reports 0 connecting / 1 open / 2 closed / -1 unknown, and bytes sent
* before the handshake completes are queued rather than refused.
**/
virtual int tlsOpen(const char *host, int port) const;
virtual int tlsStatus(int handle) const;
virtual int tlsSend(int handle, const char *data, int length) const;
virtual int tlsReceive(int handle, char *buf, int max) const;
virtual bool tlsError(int handle, char *buf, int max) const;
virtual void tlsClose(int handle) const;
/** /**
* Gets if the user is playing music on background. * Gets if the user is playing music on background.
* Throws an exception on unsupported platforms. * Throws an exception on unsupported platforms.
@@ -139,6 +139,79 @@ int w_hasBackgroundMusic(lua_State *L)
return 1; return 1;
} }
/*
* TLS sockets. Deliberately a handle-and-poll API rather than an object:
* the caller is a per-frame pump that must never block, and everything with
* a thread behind it lives on the Java side.
*/
int w_tlsOpen(lua_State *L)
{
const char *host = luaL_checkstring(L, 1);
int port = (int) luaL_checknumber(L, 2);
lua_pushnumber(L, instance()->tlsOpen(host, port));
return 1;
}
int w_tlsStatus(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
lua_pushnumber(L, instance()->tlsStatus(handle));
return 1;
}
int w_tlsSend(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
size_t length = 0;
const char *data = luaL_checklstring(L, 2, &length);
lua_pushnumber(L, instance()->tlsSend(handle, data, (int) length));
return 1;
}
int w_tlsReceive(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
int max = (int) luaL_optnumber(L, 2, 8192);
if (max <= 0)
{
lua_pushliteral(L, "");
return 1;
}
// A frame's worth of a busy room, on the C stack rather than the heap:
// this runs every frame and an allocation per poll is not worth it.
if (max > 65536)
max = 65536;
char buf[65536];
int got = instance()->tlsReceive(handle, buf, max);
if (got < 0)
{
lua_pushnil(L);
return 1;
}
lua_pushlstring(L, buf, (size_t) got);
return 1;
}
int w_tlsError(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
char buf[512];
if (!instance()->tlsError(handle, buf, (int) sizeof(buf)))
{
lua_pushnil(L);
return 1;
}
lua_pushstring(L, buf);
return 1;
}
int w_tlsClose(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
instance()->tlsClose(handle);
return 0;
}
static const luaL_Reg functions[] = static const luaL_Reg functions[] =
{ {
{ "getOS", w_getOS }, { "getOS", w_getOS },
@@ -153,6 +226,12 @@ static const luaL_Reg functions[] =
{ "syncHealthSteps", w_syncHealthSteps }, { "syncHealthSteps", w_syncHealthSteps },
{ "restartApp", w_restartApp }, { "restartApp", w_restartApp },
{ "httpDownload", w_httpDownload }, { "httpDownload", w_httpDownload },
{ "tlsOpen", w_tlsOpen },
{ "tlsStatus", w_tlsStatus },
{ "tlsSend", w_tlsSend },
{ "tlsReceive", w_tlsReceive },
{ "tlsError", w_tlsError },
{ "tlsClose", w_tlsClose },
{ "hasBackgroundMusic", w_hasBackgroundMusic }, { "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 } { 0, 0 }
}; };
@@ -143,16 +143,36 @@ public class GameActivity extends SDLActivity {
private static native void nativeSetDefaultStreamValues(int sampleRate, int framesPerBurst); private static native void nativeSetDefaultStreamValues(int sampleRate, int framesPerBurst);
/**
* Native libraries required by an optional Android host extension.
*
* Subclasses supplied by another product flavor may override this method.
* The libraries are loaded after LÖVE's dependencies and before liblove;
* liblove must remain last because SDL treats the final entry as the main
* shared object.
*/
protected String[] getHostLibraries() {
return new String[0];
}
@Override @Override
protected String[] getLibraries() { protected String[] getLibraries() {
return new String[] { String[] hostLibraries = getHostLibraries();
"c++_shared", String[] libraries = new String[hostLibraries.length + 4];
"mpg123", libraries[0] = "c++_shared";
"openal", libraries[1] = "mpg123";
"love", libraries[2] = "openal";
}; System.arraycopy(hostLibraries, 0, libraries, 3, hostLibraries.length);
libraries[libraries.length - 1] = "love";
return libraries;
} }
protected void onHostCreateBeforeSDL(Bundle savedInstanceState) {}
protected void onHostCreateAfterSDL(Bundle savedInstanceState) {}
protected void onHostResume() {}
protected void onHostPause() {}
protected void onHostDestroy() {}
@Override @Override
protected String getMainSharedObject() { protected String getMainSharedObject() {
String[] libs = getLibraries(); String[] libs = getLibraries();
@@ -192,7 +212,9 @@ public class GameActivity extends SDLActivity {
intent.setData(null); intent.setData(null);
} }
onHostCreateBeforeSDL(savedInstanceState);
super.onCreate(savedInstanceState); super.onCreate(savedInstanceState);
onHostCreateAfterSDL(savedInstanceState);
if (savedInstanceState != null) { if (savedInstanceState != null) {
// Restore the in-flight SAF destinations, so a pick that returns to // Restore the in-flight SAF destinations, so a pick that returns to
// a recreated activity still lands under the basename it asked for. // a recreated activity still lands under the basename it asked for.
@@ -341,6 +363,7 @@ public class GameActivity extends SDLActivity {
Log.d("GameActivity", "Cancelling vibration"); Log.d("GameActivity", "Cancelling vibration");
vibrator.cancel(); vibrator.cancel();
} }
onHostDestroy();
super.onDestroy(); super.onDestroy();
} }
@@ -351,12 +374,14 @@ public class GameActivity extends SDLActivity {
vibrator.cancel(); vibrator.cancel();
} }
teardownSecondaryDisplay(); teardownSecondaryDisplay();
onHostPause();
super.onPause(); super.onPause();
} }
@Override @Override
public void onResume() { public void onResume() {
super.onResume(); super.onResume();
onHostResume();
setupSecondaryDisplay(); setupSecondaryDisplay();
} }
@@ -606,6 +631,45 @@ public class GameActivity extends SDLActivity {
* The body lands in a .part file and is renamed only once complete, so a * The body lands in a .part file and is renamed only once complete, so a
* dropped connection can never leave a half file the caller trusts. * dropped connection can never leave a half file the caller trusts.
*/ */
/**
* TLS client sockets, exposed as love.system.tls* and used by the
* Archipelago mod for wss:// rooms. LuaSocket speaks TCP only, so without
* these a hosted room -- every one of which is TLS-only -- is unreachable
* from the game. The work is in TlsSocket; these are the static entry
* points, because the JNI side resolves methods on the activity's own
* class (see love/src/common/android.cpp) and cannot see other classes
* from a worker thread.
*/
@Keep
public static int tlsOpen(String host, int port) {
return TlsSocket.open(host, port);
}
@Keep
public static int tlsStatus(int handle) {
return TlsSocket.status(handle);
}
@Keep
public static int tlsSend(int handle, byte[] data) {
return TlsSocket.send(handle, data);
}
@Keep
public static byte[] tlsReceive(int handle, int max) {
return TlsSocket.receive(handle, max);
}
@Keep
public static String tlsError(int handle) {
return TlsSocket.error(handle);
}
@Keep
public static void tlsClose(int handle) {
TlsSocket.close(handle);
}
@Keep @Keep
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) { public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
if (url == null || destPath == null) return false; if (url == null || destPath == null) return false;
@@ -0,0 +1,310 @@
package org.love2d.android;
import android.util.Log;
import java.io.InputStream;
import java.io.OutputStream;
import java.net.InetSocketAddress;
import java.net.Socket;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.atomic.AtomicInteger;
import javax.net.ssl.HttpsURLConnection;
import javax.net.ssl.SNIHostName;
import javax.net.ssl.SNIServerName;
import javax.net.ssl.SSLParameters;
import javax.net.ssl.SSLSocket;
import javax.net.ssl.SSLSocketFactory;
/**
* A TLS client socket that Lua can drive without ever blocking a frame.
*
* WHY THIS EXISTS. LuaSocket, which is what LOVE ships, speaks TCP and nothing
* else, so wss:// was simply unreachable from the game -- and every room hosted
* on archipelago.gg is TLS-only, accepting a plain connection just long enough
* to drop it. The alternative was vendoring mbedTLS into the NDK build and
* carrying a CA bundle in the APK; the platform already has both a TLS stack
* and the system trust store, so this asks Android instead.
*
* THE CONTRACT. Callers get an int handle and poll it. open() returns
* immediately and the connect and handshake happen on their own thread, so a
* slow or unreachable host costs nothing on the game thread -- which matters
* more here than it did for httpDownload, since that runs on a worker and this
* is serviced from the frame loop. Bytes handed to send() before the handshake
* finishes are queued, not refused, so a caller can write its request the
* moment it has a handle and never think about readiness again.
*
* Reads are drained by a thread into a chunk queue and handed over a copy at a
* time; a caller that stops polling stops the connection rather than growing
* the heap without limit.
*/
final class TlsSocket {
static final int STATUS_CONNECTING = 0;
static final int STATUS_OPEN = 1;
static final int STATUS_CLOSED = 2;
private static final int CONNECT_TIMEOUT_MS = 15000;
private static final int READ_CHUNK = 16384;
/** Roughly a second of a very chatty room; past this the reader is gone. */
private static final int MAX_BUFFERED = 4 * 1024 * 1024;
private static final ConcurrentHashMap<Integer, TlsSocket> LIVE =
new ConcurrentHashMap<Integer, TlsSocket>();
private static final AtomicInteger NEXT_HANDLE = new AtomicInteger(1);
private final String host;
private final int port;
private final int handle;
private volatile int status = STATUS_CONNECTING;
private volatile String error = null;
private volatile boolean closing = false;
private volatile SSLSocket socket = null;
private final Object inLock = new Object();
private final ArrayDeque<byte[]> inChunks = new ArrayDeque<byte[]>();
private int inHeadOffset = 0;
private int inAvailable = 0;
private final Object outLock = new Object();
private final ArrayDeque<byte[]> outChunks = new ArrayDeque<byte[]>();
private TlsSocket(String host, int port, int handle) {
this.host = host;
this.port = port;
this.handle = handle;
}
// ---------------------------------------------------------------- API
static int open(String host, int port) {
if (host == null || host.length() == 0 || port <= 0 || port > 65535) return -1;
final int handle = NEXT_HANDLE.getAndIncrement();
final TlsSocket self = new TlsSocket(host, port, handle);
LIVE.put(Integer.valueOf(handle), self);
Thread dialer = new Thread(new Runnable() {
@Override public void run() { self.dial(); }
}, "tls-dial-" + handle);
dialer.setDaemon(true);
dialer.start();
return handle;
}
static int status(int handle) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
return self == null ? -1 : self.status;
}
static String error(int handle) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
return self == null ? null : self.error;
}
static int send(int handle, byte[] data) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
if (self == null || data == null) return -1;
if (self.status == STATUS_CLOSED) return -1;
if (data.length == 0) return 0;
synchronized (self.outLock) {
self.outChunks.add(data);
self.outLock.notifyAll();
}
return data.length;
}
static byte[] receive(int handle, int max) {
TlsSocket self = LIVE.get(Integer.valueOf(handle));
if (self == null || max <= 0) return null;
return self.take(max);
}
static void close(int handle) {
TlsSocket self = LIVE.remove(Integer.valueOf(handle));
if (self != null) self.shutdown(null);
}
// ------------------------------------------------------------ internals
private void dial() {
Socket plain = null;
try {
plain = new Socket();
plain.connect(new InetSocketAddress(host, port), CONNECT_TIMEOUT_MS);
plain.setTcpNoDelay(true);
SSLSocketFactory factory = (SSLSocketFactory) SSLSocketFactory.getDefault();
SSLSocket ssl = (SSLSocket) factory.createSocket(plain, host, port, true);
// Wrapping an already-connected socket skips the SNI and hostname
// checking that createSocket(host, port) would have done for us, and
// a shared address like archipelago.gg answers with the wrong
// certificate without the name in the hello. Both are set through
// SSLParameters where the platform has it, with the verifier below
// as the floor for anything older.
boolean verifiedByPlatform = false;
try {
SSLParameters params = ssl.getSSLParameters();
params.setEndpointIdentificationAlgorithm("HTTPS");
List<SNIServerName> names = new ArrayList<SNIServerName>(1);
names.add(new SNIHostName(host));
params.setServerNames(names);
ssl.setSSLParameters(params);
verifiedByPlatform = true;
} catch (Throwable ignored) {
// Older platform: handled after the handshake instead.
}
enableModernProtocols(ssl);
ssl.startHandshake();
if (!verifiedByPlatform
&& !HttpsURLConnection.getDefaultHostnameVerifier()
.verify(host, ssl.getSession())) {
throw new java.io.IOException(
"certificate does not match " + host);
}
socket = ssl;
if (closing) { shutdown(null); return; }
status = STATUS_OPEN;
Thread writer = new Thread(new Runnable() {
@Override public void run() { pumpOut(); }
}, "tls-write-" + handle);
writer.setDaemon(true);
writer.start();
pumpIn();
} catch (Throwable t) {
shutdown(describe(t));
if (plain != null) {
try { plain.close(); } catch (Throwable ignored) {}
}
}
}
/**
* minSdk is 16, where TLS 1.1/1.2 exist but are off by default. Every
* modern server refuses everything older, so switch on whatever the
* platform has rather than leaving an old device negotiating TLS 1.0.
*/
private static void enableModernProtocols(SSLSocket ssl) {
try {
List<String> wanted = new ArrayList<String>(3);
for (String supported : ssl.getSupportedProtocols()) {
if (supported.startsWith("TLSv1.1")
|| supported.startsWith("TLSv1.2")
|| supported.startsWith("TLSv1.3")) {
wanted.add(supported);
}
}
if (!wanted.isEmpty()) {
ssl.setEnabledProtocols(wanted.toArray(new String[wanted.size()]));
}
} catch (Throwable ignored) {
}
}
private void pumpIn() {
try {
InputStream in = socket.getInputStream();
byte[] buf = new byte[READ_CHUNK];
while (!closing) {
int n = in.read(buf);
if (n < 0) break;
if (n == 0) continue;
byte[] chunk = new byte[n];
System.arraycopy(buf, 0, chunk, 0, n);
synchronized (inLock) {
if (inAvailable + n > MAX_BUFFERED) {
throw new java.io.IOException("read buffer overflow");
}
inChunks.add(chunk);
inAvailable += n;
}
}
shutdown(null);
} catch (Throwable t) {
shutdown(describe(t));
}
}
private void pumpOut() {
try {
OutputStream out = socket.getOutputStream();
while (true) {
byte[] chunk;
synchronized (outLock) {
while (outChunks.isEmpty() && !closing && status != STATUS_CLOSED) {
outLock.wait();
}
if (closing || status == STATUS_CLOSED) return;
chunk = outChunks.poll();
}
if (chunk != null) {
out.write(chunk);
out.flush();
}
}
} catch (Throwable t) {
shutdown(describe(t));
}
}
private byte[] take(int max) {
synchronized (inLock) {
if (inAvailable <= 0) return null;
int want = Math.min(max, inAvailable);
byte[] out = new byte[want];
int filled = 0;
while (filled < want) {
byte[] head = inChunks.peek();
if (head == null) break;
int have = head.length - inHeadOffset;
int take = Math.min(have, want - filled);
System.arraycopy(head, inHeadOffset, out, filled, take);
filled += take;
inHeadOffset += take;
if (inHeadOffset >= head.length) {
inChunks.poll();
inHeadOffset = 0;
}
}
inAvailable -= filled;
if (filled == want) return out;
byte[] short_ = new byte[filled];
System.arraycopy(out, 0, short_, 0, filled);
return short_;
}
}
/**
* The handle stays registered until the caller closes it, so why the
* connection ended and whatever arrived before it did are both still
* readable. Dropping it here instead would turn a server that states its
* refusal and hangs up into an unknown handle, which is the one failure a
* player most needs the reason for.
*/
private void shutdown(String why) {
if (why != null && error == null) error = why;
closing = true;
status = STATUS_CLOSED;
synchronized (outLock) { outLock.notifyAll(); }
SSLSocket s = socket;
socket = null;
if (s != null) {
try { s.close(); } catch (Throwable ignored) {}
}
if (why != null) Log.d("TlsSocket", host + ":" + port + " -- " + why);
}
private static String describe(Throwable t) {
String msg = t.getMessage();
String name = t.getClass().getSimpleName();
if (msg == null || msg.length() == 0) return name;
return name + ": " + msg;
}
}
+9 -9
View File
@@ -7,7 +7,7 @@ an iOS app with LÖVE 12.0.
The app uses the public iOS Documents directory as its LÖVE save directory. The app uses the public iOS Documents directory as its LÖVE save directory.
There is no `pokemon-love2d` subdirectory and the app does not create a There is no `pokemon-love2d` subdirectory and the app does not create a
README file there. When browsing `On My iPhone > gen1recomp` in Files, the README file there. When browsing `On My iPhone > gen1recomp++` in Files, the
directory contains the app's runtime data directly, including: directory contains the app's runtime data directly, including:
- installed mods and downloaded ROMs - installed mods and downloaded ROMs
@@ -46,7 +46,7 @@ scripts/build_ios.sh --device --release --install
Device builds require a paired, unlocked device and a valid Apple signing Device builds require a paired, unlocked device and a valid Apple signing
identity. Set `DEVELOPMENT_TEAM` or `CODE_SIGN_IDENTITY` when automatic identity. Set `DEVELOPMENT_TEAM` or `CODE_SIGN_IDENTITY` when automatic
signing cannot select the intended account. Add `--ipa` to create signing cannot select the intended account. Add `--ipa` to create
`dist/ios/gen1recomp.ipa`. `dist/ios/gen1recomp++.ipa`.
The script verifies the final app before packaging it: The script verifies the final app before packaging it:
@@ -76,10 +76,10 @@ option.
Simulator and device app bundles are copied to: Simulator and device app bundles are copied to:
```text ```text
dist/ios/Debug-iphonesimulator/gen1recomp.app dist/ios/Debug-iphonesimulator/gen1recomp++.app
dist/ios/Release-iphonesimulator/gen1recomp.app dist/ios/Release-iphonesimulator/gen1recomp++.app
dist/ios/Debug-iphoneos/gen1recomp.app dist/ios/Debug-iphoneos/gen1recomp++.app
dist/ios/Release-iphoneos/gen1recomp.app dist/ios/Release-iphoneos/gen1recomp++.app
``` ```
The intermediate Xcode products are under `mobile/ios/build/`. Both locations The intermediate Xcode products are under `mobile/ios/build/`. Both locations
@@ -94,9 +94,9 @@ saves; those are created at runtime in Documents.
| Field | Default | | Field | Default |
| --- | --- | | --- | --- |
| Display name | `gen1recomp` | | Display name | `gen1recomp++` |
| Product name | `gen1recomp` | | Product name | `gen1recomp++` |
| Bundle identifier | `com.theboisclub.gen1recomp` | | Bundle identifier | `com.theboisclub.gen1recompplusplus` |
| Save directory | Public `Documents` root | | Save directory | Public `Documents` root |
| Orientation | Portrait | | Orientation | Portrait |
+53 -4
View File
@@ -1,17 +1,66 @@
{ {
"name": "gen1recomp App Repo", "name": "gen1recomp++ App Repo",
"identifier": "com.theboisclub.gen1recomp.repo", "identifier": "com.theboisclub.gen1recompplusplus.repo",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png", "iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"apps": [ "apps": [
{ {
"name": "gen1recomp", "name": "gen1recomp++",
"bundleIdentifier": "com.theboisclub.gen1recomp", "bundleIdentifier": "com.theboisclub.gen1recompplusplus",
"developerName": "bryanthaboi", "developerName": "bryanthaboi",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png", "iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke", "localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
"tintColor": "3b5ca8", "tintColor": "3b5ca8",
"category": "games", "category": "games",
"versions": [ "versions": [
{
"version": "0.1.84",
"date": "2026-08-14",
"size": 11306462,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.84/gen1recomp++-0.1.84-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #919 Bills House game save moves strangely after reload\n- #982 Trading QOL aspect missing from OG.\n- #1003 Land Pokemon Encounters while Surfing in Cerulean Cave\n- #1012 Multiple issues with text speed, animations, and audio\n- #1022 Cannot interact with small trees\n- #1028 Trainers not resetting on route change.\n- #1033 Some issues with Link battles.\n- #1243 Can't sell TMs at Poké Marts\n\n## Contributors\n\n- @1Jamie\n- @AverageConsumer\n- @bryanthaboi\n- @TheRealSolidusSnake\n- Myles Resnick\n- ShaneMcGovernIE"
},
{
"version": "0.1.83",
"date": "2026-08-13",
"size": 11282300,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.83/gen1recomp++-0.1.83-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi"
},
{
"version": "0.1.82",
"date": "2026-08-13",
"size": 11281277,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.82/gen1recomp++-0.1.82-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #914 Immunity steps and no encounter tiles\n- #936 Fly and teleporting allow should block interactions\n- #944 When starting a new game, the character sprite is facing down instead of up\n- #949 Save game import, save game export, \"normal\" save game\n- #964 Menu closing when trying to view Pokemon before picking starter\n- #978 Following up of #847\n- #983 Pikachu incorrectly able to be released\n- #984 EXP calculation after trading a PKMN back isnt right.\n- #987 Celadon Game Corner Display Error (L22680)\n- #988 (Yellow) Missing Pikachu Interaction - Pewter City Pokemon Centre\n- #989 (Yellow) Missing Pikachu Interaction - Vermilion City Pokemon Fan Club\n- #990 (Yellow) Pikachu Missing Hat\n- #999 Pallet Town music while player follows Prof. Oak\n- #1007 Transition into battle state for the 'Catching Pikachu' scene missing\n- #1010 Rival's position resets\n- #1011 Rival dialogue issue\n- #1029 1px black line sits under the title logo at the SGB zone boundary\n- #1035 Alt Music not playing\n- #1041 Mimic text not swoing up\n- #1047 Using a TM or HM closes the menu afterwards.\n- #1048 Cannot select items from the sell menu.\n- #1056 Cursor not jumping when switching moves\n- #1065 Player walks through statue after final battle while walking into Hall Of Fame\n- #1066 Anomalies when opponent switches out Pokemon\n- #1069 missing {RAM:wNameBuffer}\n- #1073 _GotMonText not used\n- #1089 Scripted movement missing for player and rival\n- #1101 Recoil damage calculation bug\n- #1115 Hitting attack does no damage\n- #1119 Wrongs textlines and events\n- #1120 Health is black when viewing stats\n- #1129 Errors in bowing animations of the nurse\n- #1146 [Recomp] Map music glitch\n- #1149 issue that affects tranlations\n- #1175 Pikachu visible too late\n- #1189 Town Map Item\n- #1193 Status moves have (wrong) sound effects when battle animations are turned off\n- #1206 Gen1: Cinnebar island has unfishable tiles north and east\n- #1207 Poison Flicker Visual issue\n- #1214 Title Screen with OG Red is the wrong color\n- #1219 [GOLD] UNABLE TO USE SUN STONE\n- #1220 No screen shaking for hitting moves when battle animations are off\n- #1221 [Gold] Flaafy evolution to at Lvl 30 Ampharos skipped learn thunder punch\n- #1225 Jingles for learning moves missing\n\n## Contributors\n\n- @1Jamie\n- @bryanthaboi"
},
{
"version": "0.1.81",
"date": "2026-08-13",
"size": 9886854,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.81/gen1recomp++-0.1.81-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1091 Encounter Rate is tied to Game Speed\n- #1097 Phase through walls exiting a cave\n- #1100 Allow for control edit and vibration toggle on gold\n- #1104 wrong warp\n- #1135 update for iphone - haptic vibrations\n- #1155 Magnitude always rolls a 4\n- #1157 Sonic Boom doesn't deal set damage\n- #1158 Unable to view opponent's next Pokemon\n- #1159 Dig animation is bugged\n- #1160 64x64 battle sprite followup for mods\n- #1167 [Gold] items in ilex forest missing\n- #1208 Gold Save game not showing properly in LAUNCHER after having multiple saves\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian\n- @MaxTomahawk\n- @Yukitty\n- Codex Agent"
},
{
"version": "0.1.80",
"date": "2026-08-12",
"size": 10964568,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.80/gen1recomp-0.1.80-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1100 Allow for control edit and vibration toggle on gold\n- #1107 [Gold] When playing without a save slot in the launcher, no save will be created at all when saving ingame\n- #1112 [Gold] In the shop when buying items and pressing \"down\", it should not default to x99\n- #1121 [Gold] NPC trading (probably player too?) animation broken / missing things\n- #1126 [Gold] Jumping off ledge animation missing\n- #1130 A separate program for Gen2 (Gen2 Recomp)\n- #1145 Gen1recomp internal update - Mod didn't filter for Gen1 and Gen2 when click on individual tab\n- #1150 Control in Gold freeze when change\n- #1151 [Gold] Following up of #1127\n- #1152 [Gold] You cannot try to run away from wild battle after one of your Pokemon gets fainted.\n- #1161 window/borderless & resolution selection for gen2\n- #1162 [gold] learning TM/HM doesn't show if possible or not\n- #1164 Goldenrod Tower Softlock\n- #1165 [Gold] NPC trading behavior and ledge jumping missing still there despite fix\n- #1166 [Gold] nickname screen grey\n- #1167 [Gold] items in ilex forest missing\n- #1168 [Gold] multi-hit attacks only hits twice\n- #1169 [Gold] the sales lady in goldenrod underground\n- #1172 [Gold] {last item u found/got} used ROCK SMASH\n- #1173 [Gold] ROCK SMASH rocks keep slide left\n- #1177 [Gold] Touch controls position\n- #1178 No Vibration Setting for Gold\n- #1180 [Gold] something feels off with the DV calculation\n- #1184 [Gold] Kurt is in the wrong spot, blocking you from progressing\n- #1185 [Gold] Text messages is in the wrong order when a Pokemon learns a new skill after a trainer fight\n- #1188 GoldenRod tower softlock\n- #1190 POKEMON GOLD GEN1RECOMP++\n- #1192 cant import gold on RGXX build\n\n## Contributors\n\n- @anxiousintrovert\n- @AverageConsumer\n- @bryanthaboi\n- @MaxTomahawk\n- @ShaneMcGovernIE\n- @thibautbus"
},
{
"version": "0.1.79",
"date": "2026-08-12",
"size": 10956333,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.79/gen1recomp-0.1.79-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1090 With TILT Option enabled, screen does not correctly render beyond what would be visible with TILT Disabled.\n- #1093 Gen 2 Gold Beta: jingle doesn't play when receiving Elm's phone number\n- #1094 Gen 2 Gold Beta: no battle SFX when animations are Off\n- #1095 Gen 2 Gold Beta: player sprite has white box outline that cuts off Pokémon sprites\n- #1098 [Gold] Can't change controls (no menu for it and it doesn't use the one set in RBY)\n- #1102 [Gold] Shop ui off because of a border\n- #1105 [Gold] Game speed doesn't apply to the intro\n- #1106 [Gold] Games slots don't respect portable.txt\n- #1108 [Gold] Launcher doesn't show any information about the save slot(s)\n- #1109 [Options] text speed doesn't work at all.\n- #1110 [Gold] When catching a Pokemon, the ball disappears and the text doesn't wait for you to progress\n- #1111 [Gold] nurse joy doesn't look left for healing\n- #1113 [Gold] Poke center -> Bills PC -> Deposit Pokemon, screen off\n- #1114 [Gold] Can't release Pokemon, menu doesn't appear\n- #1117 [Gold/Options] sound doesn't change\n- #1118 [Gold] Berrys animation missing and speedup.\n- #1121 [Gold] NPC trading (probably player too?) animation broken / missing things\n- #1122 [Gold] Level up UI.\n- #1123 [Gold] Character stops \"inside door\" when leaving buildings instead of moving one tile down\n- #1124 [Gold] When \"turning\", no animation is played\n- #1126 [Gold] Jumping off ledge animation missing\n- #1127 [Gold] Very minor Pokegear issues.\n- #1128 [Gold] When calling mom, the yes/no dialogue background color doesn't fit\n- #1131 [Gold] Pokegear map bug(s)\n- #1132 [gold] pokedex bugs\n- #1134 Unable to Validate/Pack mod calling Gold's overworld sprite\n- #1137 64x64 sprite support broken for mods on Gen 2\n- #1141 Teleport doesn't end wild battle\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi\n- @dburton95\n- @dlloa\n- @MaxTomahawk\n- @swuff-star\n- @TheRealSolidusSnake\n- @thibautbus"
},
{
"version": "0.1.78",
"date": "2026-08-11",
"size": 10944298,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.78/gen1recomp-0.1.78-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi"
},
{ {
"version": "0.1.77", "version": "0.1.77",
"date": "2026-08-10", "date": "2026-08-10",
+2 -2
View File
@@ -5,7 +5,7 @@
<key>CFBundleDevelopmentRegion</key> <key>CFBundleDevelopmentRegion</key>
<string>en</string> <string>en</string>
<key>CFBundleDisplayName</key> <key>CFBundleDisplayName</key>
<string>gen1recomp</string> <string>gen1recomp++</string>
<key>CFBundleDocumentTypes</key> <key>CFBundleDocumentTypes</key>
<array> <array>
<dict> <dict>
@@ -32,7 +32,7 @@
<key>CFBundleInfoDictionaryVersion</key> <key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string> <string>6.0</string>
<key>CFBundleName</key> <key>CFBundleName</key>
<string>gen1recomp</string> <string>gen1recomp++</string>
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
+52 -2
View File
@@ -29,6 +29,9 @@ WRAP_SYSTEM = LOVE_SRC / "src" / "modules" / "system" / "wrap_System.cpp"
PBXPROJ = LOVE_SRC / "platform" / "xcode" / "love.xcodeproj" / "project.pbxproj" PBXPROJ = LOVE_SRC / "platform" / "xcode" / "love.xcodeproj" / "project.pbxproj"
APPLE_MM = LOVE_SRC / "src" / "common" / "apple.mm" APPLE_MM = LOVE_SRC / "src" / "common" / "apple.mm"
FILESYSTEM_CPP = LOVE_SRC / "src" / "modules" / "filesystem" / "physfs" / "Filesystem.cpp" FILESYSTEM_CPP = LOVE_SRC / "src" / "modules" / "filesystem" / "physfs" / "Filesystem.cpp"
IOS_MM = LOVE_SRC / "src" / "common" / "ios.mm"
IOS_H = LOVE_SRC / "src" / "common" / "ios.h"
SYSTEM_CPP = LOVE_SRC / "src" / "modules" / "system" / "System.cpp"
ENTITLEMENTS_SRC = IOS_DIR / "overlays" / "love-ios.entitlements" ENTITLEMENTS_SRC = IOS_DIR / "overlays" / "love-ios.entitlements"
NATIVE_FILES = ("GRPickerBridge.swift", "GRHealthBridge.swift", "GRBootstrap.m") NATIVE_FILES = ("GRPickerBridge.swift", "GRHealthBridge.swift", "GRBootstrap.m")
@@ -120,7 +123,7 @@ int w_pickFileKinds(lua_State *L)
typedef const char *(*GRUTF8)(id, SEL); typedef const char *(*GRUTF8)(id, SEL);
const char *bytes = ((GRUTF8)objc_msgSend)(kinds, const char *bytes = ((GRUTF8)objc_msgSend)(kinds,
sel_registerName("UTF8String")); sel_registerName("UTF8String"));
if (bytes == nullptr || bytes[0] == '\0') if (bytes == nullptr || bytes[0] == '\\0')
{ {
lua_pushnil(L); lua_pushnil(L);
return 1; return 1;
@@ -358,6 +361,50 @@ def patch_public_documents():
print("patch_love_src: iOS save directory routed to Documents root") print("patch_love_src: iOS save directory routed to Documents root")
def patch_ios_haptics():
text = pristine(IOS_MM, ("UIImpactFeedbackGenerator",))
original = """void vibrate()
{
@autoreleasepool
{
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
}
}
"""
replacement = """void vibrate(double seconds)
{
@autoreleasepool
{
UIImpactFeedbackStyle style = UIImpactFeedbackStyleLight;
if (seconds >= 0.035)
style = UIImpactFeedbackStyleHeavy;
else if (seconds >= 0.02)
style = UIImpactFeedbackStyleMedium;
UIImpactFeedbackGenerator *generator = [[UIImpactFeedbackGenerator alloc]
initWithStyle:style];
[generator prepare];
[generator impactOccurred];
}
}
"""
if original not in text:
fail(f"iOS haptic anchor not found in {IOS_MM}")
IOS_MM.write_text(text.replace(original, replacement, 1))
header = pristine(IOS_H, ("void vibrate(double seconds);",))
header_original = "void vibrate();"
if header_original not in header:
fail(f"iOS haptic declaration not found in {IOS_H}")
IOS_H.write_text(header.replace(header_original, "void vibrate(double seconds);", 1))
system = pristine(SYSTEM_CPP, ("love::ios::vibrate(seconds)",))
system_original = "love::ios::vibrate();"
if system_original not in system:
fail(f"iOS haptic call site not found in {SYSTEM_CPP}")
SYSTEM_CPP.write_text(system.replace(system_original, "love::ios::vibrate(seconds);", 1))
print("patch_love_src: iOS haptics use Taptic Engine impact presets")
def patch_pbxproj(): def patch_pbxproj():
text = pristine(PBXPROJ) text = pristine(PBXPROJ)
@@ -408,7 +455,9 @@ def patch_pbxproj():
fail(f"build configuration {config_id} not found") fail(f"build configuration {config_id} not found")
settings = ( settings = (
"\t\t\t\tSWIFT_VERSION = 5.0;\n" "\t\t\t\tSWIFT_VERSION = 5.0;\n"
"\t\t\t\tIPHONEOS_DEPLOYMENT_TARGET = 14.0;\n" "\t\t\t\tIPHONEOS_DEPLOYMENT_TARGET = 15.0;\n"
"\t\t\t\tPRODUCT_NAME = \"gen1recomp++\";\n"
"\t\t\t\tEXECUTABLE_NAME = \"gen1recomp++\";\n"
'\t\t\t\tCODE_SIGN_ENTITLEMENTS = "ios/native/love-ios.entitlements";\n' '\t\t\t\tCODE_SIGN_ENTITLEMENTS = "ios/native/love-ios.entitlements";\n'
) )
text = text[: m.end()] + settings + text[m.end():] text = text[: m.end()] + settings + text[m.end():]
@@ -422,6 +471,7 @@ def main():
fail("love-src/ missing; run scripts/build_ios.sh --fetch first") fail("love-src/ missing; run scripts/build_ios.sh --fetch first")
copy_native_files() copy_native_files()
patch_public_documents() patch_public_documents()
patch_ios_haptics()
patch_wrap_system() patch_wrap_system()
patch_pbxproj() patch_pbxproj()
+1
View File
@@ -0,0 +1 @@
/Users/bryanbassett/Documents/development/pokemon-gen1-recomp-project/.bazinga/mods/timekeepers_hut
+24
View File
@@ -0,0 +1,24 @@
<Project Sdk="Microsoft.NET.Sdk">
<!--
Desktop TLS dialer for mods that need outbound WSS/TLS (e.g. multiworld
clients). Native AOT so the game gets a plain C ABI DLL with no .NET
runtime to install. Windows uses Schannel via SslStream; Linux and macOS
use their platform backends the same way.
Publish examples:
dotnet publish -c Release -r win-x64 -o ../../dist/native/win-x64
dotnet publish -c Release -r linux-x64 -o ../../dist/native/linux-x64
dotnet publish -c Release -r osx-x64 -o ../../dist/native/osx-x64
-->
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<PublishAot>true</PublishAot>
<NativeLib>Shared</NativeLib>
<InvariantGlobalization>true</InvariantGlobalization>
<StripSymbols>true</StripSymbols>
<AssemblyName>gen1tls</AssemblyName>
<RootNamespace>Gen1Tls</RootNamespace>
</PropertyGroup>
</Project>
+34
View File
@@ -0,0 +1,34 @@
# gen1tls — desktop TLS dialer
Native AOT library that gives mods a non-blocking TLS client with the same
handle/poll contract as the Android `TlsSocket` / `love.system.tls*` bridge.
- **Windows:** Schannel via `SslStream` (system trust store, SNI)
- **Linux / macOS:** same project, publish with `-r linux-x64` / `osx-x64` /
`osx-arm64` when those builds are wired up
## Build
```powershell
dotnet publish native/tls_dial/Gen1Tls.csproj -c Release -r win-x64 -o dist/native/win-x64
```
The Windows game zip script already does this:
```powershell
powershell -ExecutionPolicy Bypass -File scripts/build_windows.ps1 -Version 0.1.77
```
Ship `gen1tls.dll` (or `libgen1tls.so` / `libgen1tls.dylib`) **next to** the
fused executable. Mods load it through LuaJIT FFI; no .NET runtime is
required on the player's machine.
Official Windows release zips get `gen1tls.dll` from CI: a `windows-2022`
job publishes this project and `scripts/build.sh`'s Windows packaging copies
it beside `gen1recomp.exe` (see `GEN1TLS_DLL` / `dist/native/win-x64`).
## Android
On Android, the matching API is exposed as `love.system.tlsOpen` /
`tlsStatus` / `tlsSend` / `tlsReceive` / `tlsError` / `tlsClose`, backed by
`org.love2d.android.TlsSocket`.
+282
View File
@@ -0,0 +1,282 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Net.Security;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using System.Security.Authentication;
using System.Text;
using System.Threading;
namespace Gen1Tls;
/// <summary>
/// Non-blocking TLS client with the same handle/poll contract as the Android
/// TlsSocket bridge. Connect and handshake run on a background thread; send
/// queues until the stream is ready; receive drains a chunk queue. Certificate
/// validation and SNI are SslStream's defaults (platform trust store).
/// </summary>
public static class TlsDialer
{
public const int StatusConnecting = 0;
public const int StatusOpen = 1;
public const int StatusClosed = 2;
const int ConnectTimeoutMs = 15000;
const int ReadChunk = 16384;
const int MaxBuffered = 4 * 1024 * 1024;
static readonly ConcurrentDictionary<int, Conn> Live = new();
static int NextHandle = 1;
sealed class Conn
{
public required string Host;
public required int Port;
public int Status = StatusConnecting;
public string? Error;
public bool Closing;
public SslStream? Stream;
public TcpClient? Client;
public readonly object InLock = new();
public readonly Queue<byte[]> InChunks = new();
public int InHeadOffset;
public int InAvailable;
public readonly object OutLock = new();
public readonly Queue<byte[]> OutChunks = new();
public readonly ManualResetEventSlim OutPulse = new(false);
}
// ---------------------------------------------------------------- C ABI
[UnmanagedCallersOnly(EntryPoint = "gen1tls_open")]
public static int Open(nint hostPtr, int port)
{
if (hostPtr == 0 || port <= 0 || port > 65535) return -1;
string? host = Marshal.PtrToStringUTF8(hostPtr);
if (string.IsNullOrEmpty(host)) return -1;
int handle = Interlocked.Increment(ref NextHandle);
var conn = new Conn { Host = host, Port = port };
if (!Live.TryAdd(handle, conn)) return -1;
var dialer = new Thread(() => Dial(conn))
{
IsBackground = true,
Name = "gen1tls-dial-" + handle,
};
dialer.Start();
return handle;
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_status")]
public static int Status(int handle)
=> Live.TryGetValue(handle, out var conn) ? conn.Status : -1;
[UnmanagedCallersOnly(EntryPoint = "gen1tls_send")]
public static int Send(int handle, nint dataPtr, int length)
{
if (!Live.TryGetValue(handle, out var conn) || dataPtr == 0) return -1;
if (conn.Status == StatusClosed) return -1;
if (length <= 0) return 0;
var copy = new byte[length];
Marshal.Copy(dataPtr, copy, 0, length);
lock (conn.OutLock)
{
conn.OutChunks.Enqueue(copy);
conn.OutPulse.Set();
}
return length;
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_receive")]
public static int Receive(int handle, nint bufPtr, int max)
{
if (!Live.TryGetValue(handle, out var conn) || bufPtr == 0 || max <= 0)
return 0;
return Take(conn, bufPtr, max);
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_error")]
public static int Error(int handle, nint bufPtr, int max)
{
if (!Live.TryGetValue(handle, out var conn)) return 0;
string? err = conn.Error;
if (string.IsNullOrEmpty(err) || bufPtr == 0 || max <= 1) return 0;
byte[] utf8 = Encoding.UTF8.GetBytes(err);
int n = Math.Min(utf8.Length, max - 1);
Marshal.Copy(utf8, 0, bufPtr, n);
Marshal.WriteByte(bufPtr, n, 0);
return 1;
}
[UnmanagedCallersOnly(EntryPoint = "gen1tls_close")]
public static void Close(int handle)
{
if (Live.TryRemove(handle, out var conn))
Shutdown(conn, null);
}
// ------------------------------------------------------------ internals
static void Dial(Conn conn)
{
try
{
var client = new TcpClient();
var connect = client.ConnectAsync(conn.Host, conn.Port);
if (!connect.Wait(ConnectTimeoutMs))
throw new TimeoutException($"connect to {conn.Host}:{conn.Port} timed out");
connect.GetAwaiter().GetResult();
client.NoDelay = true;
conn.Client = client;
var ssl = new SslStream(client.GetStream(), leaveInnerStreamOpen: false);
// AuthenticateAsClient sets SNI from targetHost and validates against
// the platform trust store -- the whole reason this dialer exists.
var auth = ssl.AuthenticateAsClientAsync(conn.Host);
if (!auth.Wait(ConnectTimeoutMs))
throw new TimeoutException($"TLS handshake with {conn.Host} timed out");
auth.GetAwaiter().GetResult();
conn.Stream = ssl;
if (conn.Closing) { Shutdown(conn, null); return; }
conn.Status = StatusOpen;
var writer = new Thread(() => PumpOut(conn))
{
IsBackground = true,
Name = "gen1tls-write",
};
writer.Start();
PumpIn(conn);
}
catch (Exception ex)
{
Shutdown(conn, Describe(ex));
}
}
static void PumpIn(Conn conn)
{
var stream = conn.Stream;
if (stream == null) return;
var buf = new byte[ReadChunk];
try
{
while (!conn.Closing)
{
int n = stream.Read(buf, 0, buf.Length);
if (n <= 0) break;
var chunk = new byte[n];
Buffer.BlockCopy(buf, 0, chunk, 0, n);
lock (conn.InLock)
{
// A stalled Lua pump must not grow forever; drop the
// connection rather than the room's backlog.
if (conn.InAvailable + n > MaxBuffered)
throw new InvalidOperationException("TLS receive buffer overflow");
conn.InChunks.Enqueue(chunk);
conn.InAvailable += n;
}
}
}
catch (Exception ex)
{
if (!conn.Closing) Shutdown(conn, Describe(ex));
return;
}
Shutdown(conn, null);
}
static void PumpOut(Conn conn)
{
var stream = conn.Stream;
if (stream == null) return;
try
{
while (!conn.Closing)
{
byte[]? chunk = null;
lock (conn.OutLock)
{
if (conn.OutChunks.Count == 0)
{
conn.OutPulse.Reset();
// fall through to wait outside the lock
}
else
{
chunk = conn.OutChunks.Dequeue();
}
}
if (chunk == null)
{
conn.OutPulse.Wait(250);
continue;
}
stream.Write(chunk, 0, chunk.Length);
stream.Flush();
}
}
catch (Exception ex)
{
if (!conn.Closing) Shutdown(conn, Describe(ex));
}
}
static int Take(Conn conn, nint bufPtr, int max)
{
lock (conn.InLock)
{
if (conn.InAvailable == 0 || conn.InChunks.Count == 0) return 0;
int copied = 0;
while (copied < max && conn.InChunks.Count > 0)
{
byte[] head = conn.InChunks.Peek();
int avail = head.Length - conn.InHeadOffset;
int n = Math.Min(avail, max - copied);
Marshal.Copy(head, conn.InHeadOffset, bufPtr + copied, n);
copied += n;
conn.InHeadOffset += n;
conn.InAvailable -= n;
if (conn.InHeadOffset >= head.Length)
{
conn.InChunks.Dequeue();
conn.InHeadOffset = 0;
}
}
return copied;
}
}
static void Shutdown(Conn conn, string? why)
{
if (conn.Closing && why == null && conn.Status == StatusClosed) return;
conn.Closing = true;
if (why != null) conn.Error = why;
conn.Status = StatusClosed;
conn.OutPulse.Set();
try { conn.Stream?.Dispose(); } catch { /* ignore */ }
try { conn.Client?.Dispose(); } catch { /* ignore */ }
conn.Stream = null;
conn.Client = null;
}
static string Describe(Exception ex)
{
for (Exception? e = ex; e != null; e = e.InnerException)
{
if (e is AuthenticationException) return e.Message;
if (e is SocketException se) return se.Message;
if (e is TimeoutException) return e.Message;
if (e is IOException) return e.Message;
}
return ex.GetBaseException().Message;
}
}
+19 -1
View File
@@ -13,7 +13,7 @@
# dist/linux/gen1recomp-linux.zip (fused x86_64 AppImage) # dist/linux/gen1recomp-linux.zip (fused x86_64 AppImage)
# dist/android/debug/*.apk (full gradle output stays under # dist/android/debug/*.apk (full gradle output stays under
# mobile/android/app/build/outputs/apk/embedNoRecord/) # mobile/android/app/build/outputs/apk/embedNoRecord/)
# dist/ios/<Config>-<sdk>/gen1recomp.app (full xcodebuild output stays # dist/ios/<Config>-<sdk>/gen1recomp++.app (full xcodebuild output stays
# under mobile/ios/build/Build/Products/) # under mobile/ios/build/Build/Products/)
set -euo pipefail set -euo pipefail
@@ -261,6 +261,21 @@ build_win() {
cp "$love_dir"/*.dll "$out_dir"/ cp "$love_dir"/*.dll "$out_dir"/
cp "$love_dir"/license.txt "$out_dir"/ 2>/dev/null || true cp "$love_dir"/license.txt "$out_dir"/ 2>/dev/null || true
# Native AOT TLS dialer for outbound wss:// (e.g. Archipelago hosted rooms).
# Release CI builds this on windows-2022 (Native AOT can't cross-compile
# win-x64 from the Mac runner) and either exports GEN1TLS_DLL or drops the
# file at dist/native/win-x64/gen1tls.dll before calling build.sh.
local tls_dll="${GEN1TLS_DLL:-}"
if [ -z "$tls_dll" ] && [ -f "$DIST/native/win-x64/gen1tls.dll" ]; then
tls_dll="$DIST/native/win-x64/gen1tls.dll"
fi
if [ -n "$tls_dll" ] && [ -f "$tls_dll" ]; then
cp "$tls_dll" "$out_dir/gen1tls.dll"
say "bundled gen1tls.dll for Windows TLS (wss://)"
else
warn "gen1tls.dll not found — Windows zip will not support wss:// (set GEN1TLS_DLL or build native/tls_dial)"
fi
# The exe's icon lives in love.exe's PE resources, so it must be patched # The exe's icon lives in love.exe's PE resources, so it must be patched
# BEFORE the .love is appended: peresed rewrites the whole file and would # BEFORE the .love is appended: peresed rewrites the whole file and would
# drop the fused bytes. peresed (pipx install pe_tools) has no .ico input, # drop the fused bytes. peresed (pipx install pe_tools) has no .ico input,
@@ -400,6 +415,9 @@ EOF
grep -q '^FUSE_PATH="\$APPDIR/game.love"$' "$appdir/AppRun" \ grep -q '^FUSE_PATH="\$APPDIR/game.love"$' "$appdir/AppRun" \
|| fail "failed to enable FUSE_PATH in AppRun (upstream AppRun changed?)" || fail "failed to enable FUSE_PATH in AppRun (upstream AppRun changed?)"
sed -i '' 's|^exec "\$APPDIR/bin/love"|if [ -n "$WAYLAND_DISPLAY" ] \&\& [ -z "$SDL_VIDEODRIVER" ]; then export SDL_VIDEODRIVER=x11; fi\
exec "$APPDIR/bin/love"|' "$appdir/AppRun"
# Match the upstream image's compression (gzip, 128K blocks) so the # Match the upstream image's compression (gzip, 128K blocks) so the
# bundled runtime can read it. # bundled runtime can read it.
local sfs_out="$WORK/game.squashfs" local sfs_out="$WORK/game.squashfs"
+51 -3
View File
@@ -27,10 +27,9 @@ APPLICATION_ID="com.theboisclub.pokemonred"
LOVE_ANDROID_VERSION="11.5a" LOVE_ANDROID_VERSION="11.5a"
NDK_VERSION="25.2.9519653" NDK_VERSION="25.2.9519653"
YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json" YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json"
# A fresh source checkout normally supplies this through Git. This URL is
# deliberately only a last resort for incomplete source exports: the manifest
# contains extraction metadata, never a ROM or extracted game data.
YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}" YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}"
GOLD_MANIFEST_RELATIVE="tools/rom_manifest_gold.json"
GOLD_MANIFEST_URL="${GOLD_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_gold.json}"
VERSION="" VERSION=""
PACKAGE_ONLY=false PACKAGE_ONLY=false
@@ -130,6 +129,54 @@ ensure_yellow_manifest() {
fail "Yellow import manifest is unavailable. Git recovery failed and could not download $YELLOW_MANIFEST_URL" fail "Yellow import manifest is unavailable. Git recovery failed and could not download $YELLOW_MANIFEST_URL"
} }
gold_manifest_is_valid() {
local path="$1"
python3 - "$path" <<'PY'
import json, pathlib, sys
try:
manifest = json.loads(pathlib.Path(sys.argv[1]).read_text())
except (OSError, ValueError):
raise SystemExit(1)
raise SystemExit(0 if manifest.get("romSha1") ==
"d8b8a3600a465308c9953dfa04f0081c05bdcb94" else 1)
PY
}
ensure_gold_manifest() {
local manifest="$ROOT/$GOLD_MANIFEST_RELATIVE"
local staged
staged="$(mktemp)"
if gold_manifest_is_valid "$manifest"; then
rm -f "$staged"
return
fi
warn "Gold import manifest is missing or invalid; recovering it before packaging"
if git -C "$ROOT" show "HEAD:$GOLD_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \
&& gold_manifest_is_valid "$staged"; then
mkdir -p "$(dirname "$manifest")"
mv "$staged" "$manifest"
say "restored Gold import manifest from this checkout's Git data"
return
fi
if command -v curl >/dev/null 2>&1 \
&& curl --fail --location --retry 2 --connect-timeout 15 \
--output "$staged" "$GOLD_MANIFEST_URL" \
&& gold_manifest_is_valid "$staged"; then
mkdir -p "$(dirname "$manifest")"
mv "$staged" "$manifest"
say "downloaded Gold import manifest from the project repository"
return
fi
rm -f "$staged"
fail "Gold import manifest is unavailable. Git recovery failed and could not download $GOLD_MANIFEST_URL"
}
# --------------------------------------------------------------- branding # --------------------------------------------------------------- branding
# love-android 11.5+ reads app id / name / orientation from gradle.properties. # love-android 11.5+ reads app id / name / orientation from gradle.properties.
# Manifest still gets permission trims. Re-applied every build so refreshing # Manifest still gets permission trims. Re-applied every build so refreshing
@@ -194,6 +241,7 @@ PY
pack_game_love() { pack_game_love() {
say "packing game.love for love-android embed flavor" say "packing game.love for love-android embed flavor"
ensure_yellow_manifest ensure_yellow_manifest
ensure_gold_manifest
mkdir -p "$EMBED_ASSETS" mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE" rm -f "$LOVE_FILE"
# tools/save-editor ships with the app: the launcher's Edit button on a save # tools/save-editor ships with the app: the launcher's Edit button on a save
+43 -25
View File
@@ -20,9 +20,9 @@
# - macOS + Xcode (xcodebuild) # - macOS + Xcode (xcodebuild)
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md) # - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
# #
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy) # Output: dist/ios/<Config>-<sdk>/gen1recomp++.app (convenience copy)
# dist/ios/gen1recomp.ipa (device builds only) # dist/ios/gen1recomp++.ipa (device builds only)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app # mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp++.app
set -euo pipefail set -euo pipefail
@@ -39,8 +39,9 @@ RESOURCES_DIR="$XCODE_DIR/ios/resources"
LOVE_FILE="$RESOURCES_DIR/game.love" LOVE_FILE="$RESOURCES_DIR/game.love"
LIBS_DIR="$XCODE_DIR/ios/libraries" LIBS_DIR="$XCODE_DIR/ios/libraries"
APP_NAME="gen1recomp" APP_NAME="gen1recomp++"
DISPLAY_NAME="gen1recomp" DISPLAY_NAME="gen1recomp++"
PRODUCT_NAME="gen1recomp++"
# Bundle ID resolution, most specific wins: # Bundle ID resolution, most specific wins:
# 1. GEN1_BUNDLE_ID env var # 1. GEN1_BUNDLE_ID env var
# 2. mobile/ios/bundle_id.local (one line, gitignored — pins YOUR install # 2. mobile/ios/bundle_id.local (one line, gitignored — pins YOUR install
@@ -50,7 +51,7 @@ DISPLAY_NAME="gen1recomp"
# capabilities like HealthKit are involved), so a per-team default # capabilities like HealthKit are involved), so a per-team default
# lets anyone build without colliding with someone else's app # lets anyone build without colliding with someone else's app
# 4. simulator: the project default (no App ID registration involved) # 4. simulator: the project default (no App ID registration involved)
BUNDLE_ID="${GEN1_BUNDLE_ID:-com.theboisclub.gen1recomp}" BUNDLE_ID="${GEN1_BUNDLE_ID:-}"
if [ -z "$BUNDLE_ID" ] && [ -f "$IOS_DIR/bundle_id.local" ]; then if [ -z "$BUNDLE_ID" ] && [ -f "$IOS_DIR/bundle_id.local" ]; then
BUNDLE_ID="$(tr -d '[:space:]' < "$IOS_DIR/bundle_id.local")" BUNDLE_ID="$(tr -d '[:space:]' < "$IOS_DIR/bundle_id.local")"
fi fi
@@ -138,11 +139,7 @@ if $DEVICE && [ -z "${DEVELOPMENT_TEAM:-}" ]; then
fi fi
fi fi
if [ -z "$BUNDLE_ID" ]; then if [ -z "$BUNDLE_ID" ]; then
if $DEVICE; then BUNDLE_ID="com.theboisclub.gen1recompplusplus"
BUNDLE_ID="com.gen1recomp.t$(printf '%s' "$DEVELOPMENT_TEAM" | tr '[:upper:]' '[:lower:]')"
else
BUNDLE_ID="com.theboisclub.pokemonred"
fi
fi fi
# --------------------------------------------------------------- host checks # --------------------------------------------------------------- host checks
@@ -226,13 +223,26 @@ verify_documents_overlay() {
} }
apply_ios_icon() { apply_ios_icon() {
local source="$ROOT/assets/logo/gen1recomp_cover.png" local source="$ROOT/assets/logo/logo.png"
local target="$XCODE_DIR/Images.xcassets/iOS AppIcon.appiconset" local target="$XCODE_DIR/Images.xcassets/iOS AppIcon.appiconset"
[ -f "$source" ] || fail "missing iOS icon source: $source" [ -f "$source" ] || fail "missing iOS icon source: $source"
[ -d "$target" ] || fail "missing iOS app icon set: $target" [ -d "$target" ] || fail "missing iOS app icon set: $target"
local icon="$BUILD_DIR/gen1recomp-ios-icon.png"
mkdir -p "$BUILD_DIR"
if command -v magick >/dev/null 2>&1; then
magick -size 1024x1024 xc:black \
\( "$source" -resize 900x900 \) -gravity center -composite \
-alpha off "$icon" || fail "could not create iOS app icon: $source"
else
local scaled="$BUILD_DIR/gen1recomp-logo.png"
sips -Z 900 "$source" --out "$scaled" >/dev/null \
|| fail "could not resize iOS app icon source: $source"
sips -p 1024 1024 --padColor 000000 "$scaled" --out "$icon" >/dev/null \
|| fail "could not center iOS app icon source: $source"
fi
local entry name size local entry name size
while IFS=: read -r name size; do while IFS=: read -r name size; do
sips -z "$size" "$size" "$source" --out "$target/$name" >/dev/null sips -z "$size" "$size" "$icon" --out "$target/$name" >/dev/null
done <<'EOF' done <<'EOF'
icon-1024pt@1x.png:1024 icon-1024pt@1x.png:1024
icon-29pt@1x.png:29 icon-29pt@1x.png:29
@@ -647,6 +657,7 @@ run_xcodebuild() {
CURRENT_PROJECT_VERSION="$project_version" CURRENT_PROJECT_VERSION="$project_version"
INFOPLIST_KEY_UIFileSharingEnabled=YES INFOPLIST_KEY_UIFileSharingEnabled=YES
INFOPLIST_KEY_LSSupportsOpeningDocumentsInPlace=YES INFOPLIST_KEY_LSSupportsOpeningDocumentsInPlace=YES
IPHONEOS_DEPLOYMENT_TARGET=15.0
ONLY_ACTIVE_ARCH=NO ONLY_ACTIVE_ARCH=NO
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
) )
@@ -666,6 +677,9 @@ run_xcodebuild() {
if [ -n "${CODE_SIGN_IDENTITY:-}" ]; then if [ -n "${CODE_SIGN_IDENTITY:-}" ]; then
args+=(CODE_SIGN_IDENTITY="$CODE_SIGN_IDENTITY") args+=(CODE_SIGN_IDENTITY="$CODE_SIGN_IDENTITY")
fi fi
if [ "${GEN1_DISABLE_HEALTHKIT:-0}" = "1" ]; then
args+=(CODE_SIGN_ENTITLEMENTS=)
fi
fi fi
if ! xcodebuild -showsdks 2>/dev/null | grep -q "$sdk"; then if ! xcodebuild -showsdks 2>/dev/null | grep -q "$sdk"; then
@@ -708,18 +722,22 @@ run_xcodebuild() {
fi fi
local products="$BUILD_DIR/Build/Products/${config}-${sdk}" local products="$BUILD_DIR/Build/Products/${config}-${sdk}"
local app="$products/$APP_NAME.app" local app=""
if [ ! -d "$app" ]; then local candidate
# PRODUCT_NAME override can still leave love.app on older projects for candidate in "$products/$PRODUCT_NAME.app" "$products/$APP_NAME.app" "$products/love.app"; do
if [ -d "$products/love.app" ]; then if [ -d "$candidate" ]; then
app="$products/$APP_NAME.app" app="$candidate"
mv "$products/love.app" "$app" break
warn "renamed love.app to $APP_NAME.app"
else
warn "xcodebuild finished but no .app under $products"
find "$BUILD_DIR/Build/Products" -name '*.app' 2>/dev/null | head -20 || true
return 0
fi fi
done
if [ -z "$app" ]; then
warn "xcodebuild finished but no .app under $products"
find "$BUILD_DIR/Build/Products" -name '*.app' 2>/dev/null | head -20 || true
return 0
fi
if [ "$app" != "$products/$APP_NAME.app" ]; then
mv "$app" "$products/$APP_NAME.app"
app="$products/$APP_NAME.app"
fi fi
verify_documents_configuration "$app" verify_documents_configuration "$app"
@@ -760,7 +778,7 @@ run_xcodebuild() {
fi fi
} }
# Pack Payload/<app>.app into dist/ios/gen1recomp.ipa for release / sideload tools. # Pack Payload/<app>.app into dist/ios/gen1recomp++.ipa for release / sideload tools.
package_ipa() { package_ipa() {
local app="$1" local app="$1"
local ipa="$DIST/$APP_NAME.ipa" local ipa="$DIST/$APP_NAME.ipa"
+94
View File
@@ -0,0 +1,94 @@
# Build a Windows win64 Gen1Recomp zip with native TLS (gen1tls.dll).
#
# Usage:
# powershell -ExecutionPolicy Bypass -File scripts\build_windows.ps1 [-Version 0.1.77]
#
# Produces:
# dist\win\gen1recomp-<version>-windows.zip
# gen1recomp.exe fused LÖVE + game.love
# gen1tls.dll Native AOT TLS dialer (Schannel via SslStream)
#
# Requires: .NET 8 SDK (for Native AOT), Git Bash, and tools/winbuild on PATH
# for pack_love.sh under Git Bash on Windows.
param(
[string]$Version = "0.1.77"
)
$ErrorActionPreference = "Stop"
$Root = Split-Path -Parent $PSScriptRoot
if (-not (Test-Path (Join-Path $Root "main.lua"))) {
$Root = (Resolve-Path (Join-Path $PSScriptRoot "..")).Path
}
if ($Version -notmatch '^\d+\.\d+\.\d+$') {
throw "Version must be X.Y.Z (got '$Version')"
}
$Cache = Join-Path $Root ".bazinga\cache"
$Work = Join-Path $Root ".bazinga\work"
$OutDir = Join-Path $Work "gen1recomp-win64"
$DistDir = Join-Path $Root "dist\win"
$NativeOut = Join-Path $Root "dist\native\win-x64"
$LoveZip = Join-Path $Cache "love-11.5-win64.zip"
$LoveUrl = "https://github.com/love2d/love/releases/download/11.5/love-11.5-win64.zip"
$Bash = "C:\Program Files\Git\bin\bash.exe"
New-Item -ItemType Directory -Force -Path $Cache, $Work, $DistDir, $NativeOut | Out-Null
# Put zip/python shims first so pack_love.sh works in Git Bash on Windows.
$env:PATH = "$(Join-Path $Root 'tools\winbuild');$env:PATH"
Write-Host "==> building gen1tls.dll (Native AOT)"
dotnet publish (Join-Path $Root "native\tls_dial\Gen1Tls.csproj") `
-c Release -r win-x64 -o $NativeOut
if ($LASTEXITCODE -ne 0) { throw "gen1tls publish failed" }
$TlsDll = Join-Path $NativeOut "gen1tls.dll"
if (-not (Test-Path $TlsDll)) { throw "gen1tls.dll missing after publish" }
if (-not (Test-Path $LoveZip) -or (Get-Item $LoveZip).Length -lt 1MB) {
Write-Host "==> downloading love-11.5-win64.zip"
Invoke-WebRequest -Uri $LoveUrl -OutFile $LoveZip -UseBasicParsing
}
Write-Host "==> packing game.love (engine $Version)"
if (-not (Test-Path $Bash)) { throw "Git Bash not found at $Bash" }
$RootPosix = ($Root -replace '\\', '/') -replace '^([A-Za-z]):', '/$1'
& $Bash -lc "cd '$RootPosix' && PATH=`"`$PWD/tools/winbuild:`$PATH`" scripts/pack_love.sh --output .bazinga/work/game.love --listing .bazinga/work/love-listing.txt --version $Version"
if ($LASTEXITCODE -ne 0) { throw "pack_love failed" }
Write-Host "==> fusing gen1recomp.exe"
$Extract = Join-Path $Work "love-win64"
Remove-Item -Recurse -Force $Extract, $OutDir -ErrorAction SilentlyContinue
New-Item -ItemType Directory -Force -Path $Extract, $OutDir | Out-Null
Expand-Archive -Path $LoveZip -DestinationPath $Extract -Force
$LoveDir = Get-ChildItem $Extract -Directory | Select-Object -First 1
Copy-Item (Join-Path $LoveDir.FullName "*.dll") $OutDir
Copy-Item (Join-Path $LoveDir.FullName "license.txt") $OutDir -ErrorAction SilentlyContinue
Copy-Item $TlsDll $OutDir
$out = [IO.File]::Create((Join-Path $OutDir "gen1recomp.exe"))
try {
$a = [IO.File]::OpenRead((Join-Path $LoveDir.FullName "love.exe"))
try { $a.CopyTo($out) } finally { $a.Dispose() }
$b = [IO.File]::OpenRead((Join-Path $Work "game.love"))
try { $b.CopyTo($out) } finally { $b.Dispose() }
} finally { $out.Dispose() }
@"
Gen1Recomp Windows (engine $Version) native TLS
gen1tls.dll sits next to gen1recomp.exe and exposes a non-blocking TLS
client (Windows Schannel via .NET SslStream, Native AOT). Mods can load it
through LuaJIT FFI, or call love.system.tls* on Android.
Keep gen1tls.dll beside the executable when you redistribute the zip.
"@ | Set-Content (Join-Path $OutDir "README-TLS.txt") -Encoding UTF8
$ZipOut = Join-Path $DistDir "gen1recomp-$Version-windows.zip"
Remove-Item $ZipOut -ErrorAction SilentlyContinue
Compress-Archive -Path $OutDir -DestinationPath $ZipOut -Force
Write-Host "==> built $ZipOut"
Get-Item $ZipOut | ForEach-Object { " {0:N1} MB" -f ($_.Length / 1MB) }
Get-ChildItem $OutDir | ForEach-Object { " $($_.Name)" }
+21 -6
View File
@@ -93,7 +93,8 @@ build_autotools mpg123 "$MPG123_VERSION" "$MPG123_TARBALL" libmpg123.so.0 \
# The symbol that was missing when this was bullseye's copy. Assert it, so a # The symbol that was missing when this was bullseye's copy. Assert it, so a
# version bump that quietly regresses below the host's expectations fails the # version bump that quietly regresses below the host's expectations fails the
# build instead of silently killing audio again. # build instead of silently killing audio again.
objdump -T "$PREFIX/lib/libmpg123.so.0" | grep -q 'mpg123_info2' \ mpg123_syms="$(objdump -T "$PREFIX/lib/libmpg123.so.0")"
grep -q 'mpg123_info2' <<<"$mpg123_syms" \
|| fail "bundled libmpg123 lacks mpg123_info2; the host's libsndfile will fail to relocate" || fail "bundled libmpg123 lacks mpg123_info2; the host's libsndfile will fail to relocate"
# ------------------------------------------------------------ compile SDL2 # ------------------------------------------------------------ compile SDL2
@@ -128,8 +129,9 @@ fi
# the host having that exact stack -- which is the bug this replaced. # the host having that exact stack -- which is the bug this replaced.
sdl_lib="$PREFIX/lib/libSDL2-2.0.so.0" sdl_lib="$PREFIX/lib/libSDL2-2.0.so.0"
[ -f "$sdl_lib" ] || fail "SDL2 build produced no libSDL2-2.0.so.0" [ -f "$sdl_lib" ] || fail "SDL2 build produced no libSDL2-2.0.so.0"
sdl_needed="$(objdump -p "$sdl_lib")"
for forbidden in libpulse libasound libX11 libwayland libdrm libgbm libsndio; do for forbidden in libpulse libasound libX11 libwayland libdrm libgbm libsndio; do
if objdump -p "$sdl_lib" | grep -q "NEEDED.*$forbidden"; then if grep -q "NEEDED.*$forbidden" <<<"$sdl_needed"; then
fail "SDL2 hard-links $forbidden; it must dlopen its backends (--enable-*-shared)" fail "SDL2 hard-links $forbidden; it must dlopen its backends (--enable-*-shared)"
fi fi
done done
@@ -164,8 +166,9 @@ fi
openal_lib="$PREFIX/lib/libopenal.so.1" openal_lib="$PREFIX/lib/libopenal.so.1"
[ -f "$openal_lib" ] || fail "openal-soft build produced no libopenal.so.1" [ -f "$openal_lib" ] || fail "openal-soft build produced no libopenal.so.1"
openal_needed="$(objdump -p "$openal_lib")"
for forbidden in libsndio libasound libpulse libjack; do for forbidden in libsndio libasound libpulse libjack; do
if objdump -p "$openal_lib" | grep -q "NEEDED.*$forbidden"; then if grep -q "NEEDED.*$forbidden" <<<"$openal_needed"; then
fail "openal hard-links $forbidden; backends must stay behind dlopen" fail "openal hard-links $forbidden; backends must stay behind dlopen"
fi fi
done done
@@ -196,7 +199,8 @@ fi
theora_lib="$PREFIX/lib/libtheoradec.so.1" theora_lib="$PREFIX/lib/libtheoradec.so.1"
[ -f "$theora_lib" ] || fail "libtheora build produced no libtheoradec.so.1" [ -f "$theora_lib" ] || fail "libtheora build produced no libtheoradec.so.1"
if objdump -p "$theora_lib" | grep -q "NEEDED.*libcairo"; then theora_needed="$(objdump -p "$theora_lib")"
if grep -q "NEEDED.*libcairo" <<<"$theora_needed"; then
fail "libtheoradec still links libcairo (--disable-examples stopped working)" fail "libtheoradec still links libcairo (--disable-examples stopped working)"
fi fi
@@ -231,16 +235,18 @@ love_bin="$PREFIX/bin/love"
love_lib="$PREFIX/lib/liblove-$LOVE_VERSION.so" love_lib="$PREFIX/lib/liblove-$LOVE_VERSION.so"
[ -x "$love_bin" ] || fail "LÖVE build produced no bin/love" [ -x "$love_bin" ] || fail "LÖVE build produced no bin/love"
[ -f "$love_lib" ] || fail "LÖVE build produced no lib/liblove-$LOVE_VERSION.so" [ -f "$love_lib" ] || fail "LÖVE build produced no lib/liblove-$LOVE_VERSION.so"
file "$love_bin" | grep -q 'ARM aarch64' \ love_file="$(file "$love_bin")"
grep -q 'ARM aarch64' <<<"$love_file" \
|| fail "built love is not an aarch64 ELF (got: $(file -b "$love_bin"))" || fail "built love is not an aarch64 ELF (got: $(file -b "$love_bin"))"
# A configure run that lost an optional dependency still exits 0 and still # A configure run that lost an optional dependency still exits 0 and still
# builds -- the loss only shows up as a missing love module at runtime, i.e. # builds -- the loss only shows up as a missing love module at runtime, i.e.
# in a shipped artifact. Assert the decoder/font/video libs really linked. # in a shipped artifact. Assert the decoder/font/video libs really linked.
love_needed="$(objdump -p "$love_lib")"
for soname in libSDL2-2.0.so.0 libopenal.so.1 libfreetype.so.6 \ for soname in libSDL2-2.0.so.0 libopenal.so.1 libfreetype.so.6 \
libmodplug.so.1 libmpg123.so.0 libvorbisfile.so.3 \ libmodplug.so.1 libmpg123.so.0 libvorbisfile.so.3 \
libtheoradec.so.1 libluajit-5.1.so.2; do libtheoradec.so.1 libluajit-5.1.so.2; do
objdump -p "$love_lib" | grep -q "NEEDED.*$soname" \ grep -q "NEEDED.*$soname" <<<"$love_needed" \
|| fail "liblove is not linked against $soname (a -dev package went missing)" || fail "liblove is not linked against $soname (a -dev package went missing)"
done done
@@ -357,6 +363,9 @@ cp -R "$jit_share/jit" "$APPDIR/share/$LUAJIT_SHARE_DIR/"
# --------------------------------------------------------------- branding # --------------------------------------------------------------- branding
cp "$IN/game.love" "$APPDIR/game.love" cp "$IN/game.love" "$APPDIR/game.love"
unzip -Z1 "$APPDIR/game.love" > "$WORK/love-listing.txt"
grep -qxF "tools/rom_manifest_gold.json" "$WORK/love-listing.txt" \
|| fail "game.love is missing tools/rom_manifest_gold.json"
# The .desktop's Icon= resolves against the AppDir root by basename, and # The .desktop's Icon= resolves against the AppDir root by basename, and
# .DirIcon is what appimaged and file-manager thumbnailers read. # .DirIcon is what appimaged and file-manager thumbnailers read.
cp "$IN/icon.png" "$APPDIR/$APP_NAME.png" cp "$IN/icon.png" "$APPDIR/$APP_NAME.png"
@@ -402,6 +411,12 @@ if [ -z "\$LUA_CPATH" ]; then
fi fi
export LUA_CPATH="\$APPDIR/lib/lua/5.1/?.so;\$LUA_CPATH" export LUA_CPATH="\$APPDIR/lib/lua/5.1/?.so;\$LUA_CPATH"
# SDL2 on Wayland crashes during desktop drag-and-drop in certain compositors;
# default to X11/XWayland when available to ensure rock-solid drag-drop stability.
if [ -n "\$WAYLAND_DISPLAY" ] && [ -z "\$SDL_VIDEODRIVER" ]; then
export SDL_VIDEODRIVER=x11
fi
exec "\$APPDIR/bin/love" --fused "\$APPDIR/game.love" "\$@" exec "\$APPDIR/bin/love" --fused "\$APPDIR/game.love" "\$@"
EOF EOF
chmod +x "$APPDIR/AppRun" chmod +x "$APPDIR/AppRun"
@@ -167,5 +167,7 @@ trap 'rm -rf "$temp_dir"' EXIT
unzip -p "$temp_dir/game.love" src/core/Version.lua \ unzip -p "$temp_dir/game.love" src/core/Version.lua \
| grep -Eq 'engine[[:space:]]*=[[:space:]]*"1\.2\.3"' \ | grep -Eq 'engine[[:space:]]*=[[:space:]]*"1\.2\.3"' \
|| fail "shared payload version was not stamped" || fail "shared payload version was not stamped"
grep -qxF "tools/rom_manifest_gold.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_gold.json"
say "Linux arm64 self-test passed" say "Linux arm64 self-test passed"
+6
View File
@@ -35,4 +35,10 @@ find_love() {
LOVE_BIN="$(find_love)" \ LOVE_BIN="$(find_love)" \
|| fail "LÖVE not found, run scripts/setup.sh (or install from https://love2d.org)" || fail "LÖVE not found, run scripts/setup.sh (or install from https://love2d.org)"
# SDL2 on Wayland crashes during desktop drag-and-drop in certain compositors;
# default to X11/XWayland when available to ensure rock-solid drag-drop stability.
if [ -n "${WAYLAND_DISPLAY:-}" ] && [ -z "${SDL_VIDEODRIVER:-}" ]; then
export SDL_VIDEODRIVER=x11
fi
exec "$LOVE_BIN" "$ROOT" "$@" exec "$LOVE_BIN" "$ROOT" "$@"
+2
View File
@@ -77,6 +77,8 @@ run_tier "T0 NX Yellow/Blue boot (dynamic paths)" "$LUA" tests/engine/nx_yellow_
run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua
run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
run_tier "T4 title checkpoint cold restart" \
bash tests/integration/title_checkpoint_cold_start.sh
# The modded-link desync suite (symmetric mod, handshake fail-closed, # The modded-link desync suite (symmetric mod, handshake fail-closed,
# extra-bag round trip) is ROM-free and runs inside the T4 tier above, as # extra-bag round trip) is ROM-free and runs inside the T4 tier above, as
+98
View File
@@ -0,0 +1,98 @@
-- Shared settled supported player-decision predicate. Checkpoint capture and
-- the public auxiliary action deliberately use this one engine-owned rule so
-- a tool cannot open at a phase that it could not subsequently checkpoint.
-- It exposes no controller; callers receive only the result/reason.
local BattleSafety = {}
local BATTLE_BUSY_FIELDS = {
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
}
local function nonempty(value)
return type(value) == "table" and next(value) ~= nil
end
local function running(runner)
return runner and runner.isRunning and runner:isRunning()
end
local function scriptsBusy(overworld)
return running(overworld and overworld.runner)
or nonempty(overworld and overworld.parallelRunners)
or nonempty(overworld and overworld.pendingScripts)
or nonempty(overworld and overworld.parallelQueue)
or nonempty(overworld and overworld.scriptMoves)
end
function BattleSafety.inspect(game, battle)
if type(game) ~= "table" or type(game.save) ~= "table"
or type(game.save.version) ~= "string" then
return nil, "not_in_playthrough", "A checkpoint requires an identified active playthrough."
end
if type(battle) ~= "table" then
return nil, "not_battle", "No battle is active."
end
if battle.kind == "link" then
return nil, "link_battle_unsupported", "Network battles cannot be checkpointed."
end
if battle.safari or battle.ghost or battle.scopeReveal or battle.demo or battle.noCatch then
return nil, "battle_variant_unsupported",
"This battle variant does not have a checkpoint contract."
end
if battle.kind ~= "wild" and battle.kind ~= "trainer" then
return nil, "battle_variant_unsupported",
"This battle kind does not have a checkpoint contract."
end
local origin = battle.checkpointOrigin
local ordinaryOrigin = battle.kind == "wild" and "wild_encounter"
or "trainer_encounter"
local scriptedOrigin = type(origin) == "table"
and origin.kind == "script_battle"
if type(origin) ~= "table"
or (origin.kind ~= ordinaryOrigin and not scriptedOrigin) then
return nil, "battle_origin_unsupported",
"The battle completion path cannot be reconstructed safely."
end
local overworld = game.overworld or {}
local scriptedRunner = scriptedOrigin and (battle.checkpointScriptContinuation
or (overworld.runner
and overworld.runner.isCheckpointBattle
and overworld.runner:isCheckpointBattle(battle)))
local otherScriptWork = nonempty(overworld.parallelRunners)
or nonempty(overworld.pendingScripts) or nonempty(overworld.parallelQueue)
or nonempty(overworld.scriptMoves)
if (scriptedOrigin and (not scriptedRunner or otherScriptWork))
or (not scriptedOrigin and scriptsBusy(overworld)) then
return nil, "script_busy", "A suspended or queued script cannot be checkpointed."
end
if battle.phase ~= "menu" or nonempty(battle.queue) then
return nil, "battle_phase_busy",
"Wait for the player command menu before creating a checkpoint."
end
for _, field in ipairs(BATTLE_BUSY_FIELDS) do
if battle[field] ~= nil and battle[field] ~= false then
return nil, "battle_phase_busy", "Wait for the current battle action to finish."
end
end
if not battle.player or not battle.enemy or not battle.player.mon
or battle.player.mon.hp <= 0
or (battle.menuLockedAction and battle:menuLockedAction(battle.player)) then
return nil, "battle_phase_busy",
"Wait for a supported player decision before creating a checkpoint."
end
for _, battler in ipairs({ battle.player, battle.enemy }) do
if not battler.mon or battler.shownHP ~= battler.mon.hp
or battler.shownStatus ~= battler.mon.status
or battler.drainFloor ~= nil or battler.drainHold ~= nil
or battler.faintQueued then
return nil, "battle_phase_busy",
"Wait for battle status and HP presentation to settle."
end
end
return true
end
return BattleSafety
+216 -92
View File
@@ -21,12 +21,14 @@ local MoveEffects = require("src.battle.MoveEffects")
local Party = require("src.pokemon.Party") local Party = require("src.pokemon.Party")
local Pokemon = require("src.pokemon.Pokemon") local Pokemon = require("src.pokemon.Pokemon")
local Runtime = require("src.mods.Runtime") local Runtime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Screens = require("src.ui.Screens") local Screens = require("src.ui.Screens")
local Status = require("src.battle.Status") local Status = require("src.battle.Status")
local Timing = require("src.core.Timing") local Timing = require("src.core.Timing")
local TrainerAI = require("src.battle.TrainerAI") local TrainerAI = require("src.battle.TrainerAI")
local TurnOrder = require("src.battle.TurnOrder") local TurnOrder = require("src.battle.TurnOrder")
local TypeChart = require("src.battle.TypeChart") local TypeChart = require("src.battle.TypeChart")
local UIVisibility = require("src.battle.UIVisibility")
local RomText = require("src.core.RomText") local RomText = require("src.core.RomText")
local Strings = require("src.core.Strings") local Strings = require("src.core.Strings")
local WideBattle = require("src.battle.WideBattle") local WideBattle = require("src.battle.WideBattle")
@@ -134,9 +136,7 @@ function BattleState:sgbPalettes()
end end
function BattleState:bottomUIVisible() function BattleState:bottomUIVisible()
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end return UIVisibility.bottomVisible(self, true)
return Runtime.call("battle.bottom_ui_visible", function() return true end,
self) ~= false
end end
function BattleState:statusHUDVisible() function BattleState:statusHUDVisible()
@@ -145,6 +145,17 @@ function BattleState:statusHUDVisible()
self) ~= false self) ~= false
end end
function BattleState:caughtMarkerVisible()
local dex = self.game and self.game.save and self.game.save.pokedex
if not self.enemy or (self.kind ~= "wild" and self.kind ~= "safari")
or not (dex and dex.owned and dex.owned[self.enemy.mon.species]) then
return false
end
if not Runtime.wantsHook("battle.caught_marker_visible") then return false end
return Runtime.call("battle.caught_marker_visible",
function() return false end, self) == true
end
function BattleState:moveGridNavigation() function BattleState:moveGridNavigation()
if self:wideLayout() then return true end if self:wideLayout() then return true end
if not Runtime.wantsHook("battle.move_grid_navigation") then return false end if not Runtime.wantsHook("battle.move_grid_navigation") then return false end
@@ -490,6 +501,9 @@ local function makeBattler(data, mon, isPlayer, save)
badgeBoosts = badgeBoosts, badgeBoosts = badgeBoosts,
statuses = data.statuses, statuses = data.statuses,
shownHP = mon.hp, -- the HP the bar displays (UpdateHPBar drain) shownHP = mon.hp, -- the HP the bar displays (UpdateHPBar drain)
-- the bar's own length in GetHPBarLength pixels; it trails shownHP
-- because UpdateHPBar_AnimateHPBar slides it one pixel at a time
shownPx = Timing.hpBarPixels(mon.hp, math.max(1, mon.stats.hp)),
-- HUD status label (DrawHUDsAndHPBars); mon.status can land mid-move -- HUD status label (DrawHUDsAndHPBars); mon.status can land mid-move
-- while the tilemap still shows the prior condition until the next -- while the tilemap still shows the prior condition until the next
-- post-action HUD refresh (core.asm after Execute*Move) -- post-action HUD refresh (core.asm after Execute*Move)
@@ -552,10 +566,6 @@ local function markOwned(game, species)
local dex = game.save.pokedex local dex = game.save.pokedex
if dex then if dex then
dex.seen[species] = true dex.seen[species] = true
if not dex.owned[species] then
-- new dex page registered (SFX_DEX_PAGE_ADDED)
require("src.core.Sound").play(game.data, "Dex_Page_Added")
end
dex.owned[species] = true dex.owned[species] = true
end end
end end
@@ -602,6 +612,7 @@ local function newBattle(game)
self.phase = "intro" self.phase = "intro"
self.menuIndex = 1 self.menuIndex = 1
self.moveIndex = 1 self.moveIndex = 1
self.playerMoveListIndex = 1
self.frame = 0 self.frame = 0
return self return self
end end
@@ -918,6 +929,22 @@ function BattleState:sayNext(text)
table.insert(self.queue, self.nextInsert, { text = text }) table.insert(self.queue, self.nextInsert, { text = text })
end end
function BattleState:sayNextWaitSfx(text, sfx)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { text = text, waitForLearningSfx = sfx })
end
-- WaitForSoundToFinish for a sound an act() has already started: PlayCry
-- ends in `jp WaitForSoundToFinish` (home/pokemon.asm), so every cry in
-- Gen 1 holds whatever the ROM does next. `src` is the audio source, or a
-- getter the row calls at execution time when the source is only known then.
function BattleState:waitSfxNext(src)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert,
{ waitSound = type(src) == "function" and src
or function() return src end })
end
-- sayNext for a page that ends in `text_end` (see sayAuto) (#765) -- sayNext for a page that ends in `text_end` (see sayAuto) (#765)
function BattleState:sayNextAuto(text, delay) function BattleState:sayNextAuto(text, delay)
self.nextInsert = (self.nextInsert or 0) + 1 self.nextInsert = (self.nextInsert or 0) + 1
@@ -1005,22 +1032,39 @@ function BattleState:stepHPDrain()
and b.shownHP >= b.drainFloor then and b.shownHP >= b.drainFloor then
goal = b.drainFloor goal = b.drainFloor
end end
local maxHP = math.max(1, b.mon.stats.hp)
local playerSide = (b == self.player)
local targetPx = Timing.hpBarPixels(b.shownHP, maxHP)
if not b.shownPx then b.shownPx = targetPx end
if (b.drainHold or 0) > 0 then if (b.drainHold or 0) > 0 then
b.drainHold = b.drainHold - 1 b.drainHold = b.drainHold - 1
busy = true busy = true
elseif b.shownPx ~= targetPx then
-- .barAnimationLoop redraws the bar one pixel at a time, `ld c, 2 /
-- call DelayFrames` apiece (:141-148), so a single HP point that
-- spans several pixels still slides instead of jumping
b.shownPx = b.shownPx + ((b.shownPx > targetPx) and -1 or 1)
b.drainHold = Timing.HP_BAR_PIXEL_STEP - 1
busy = true
elseif b.shownHP ~= goal then elseif b.shownHP ~= goal then
local maxHP = math.max(1, b.mon.stats.hp) local spent = 0
local playerSide = (b == self.player)
local cost = 0
-- consume whole HP steps until this frame's budget is spent; on the -- consume whole HP steps until this frame's budget is spent; on the
-- enemy HUD several free steps can land in the same frame -- enemy HUD several free steps can land in the same frame
while b.shownHP ~= goal and cost < 1 do repeat
local nextHP = b.shownHP + ((b.shownHP > goal) and -1 or 1) b.shownHP = b.shownHP + ((b.shownHP > goal) and -1 or 1)
cost = cost + Timing.hpDrainStepFrames(b.shownHP, nextHP, spent = spent + (playerSide and Timing.HP_BAR_HP_STEP or 0)
maxHP, playerSide) targetPx = Timing.hpBarPixels(b.shownHP, maxHP)
b.shownHP = nextHP until b.shownHP == goal or targetPx ~= b.shownPx or spent >= 1
if spent > 0 then
b.drainHold = spent - 1
elseif targetPx ~= b.shownPx then
-- the enemy HUD printed no number, so this frame is already the
-- first of the pixel step the crossing just asked for
b.shownPx = b.shownPx + ((b.shownPx > targetPx) and -1 or 1)
b.drainHold = Timing.HP_BAR_PIXEL_STEP - 1
else
b.drainHold = 0
end end
b.drainHold = math.max(0, cost - 1)
b.draining = true b.draining = true
busy = true busy = true
elseif b.draining then elseif b.draining then
@@ -1244,13 +1288,13 @@ function BattleState:updateQueue()
-- no subanimation player: keep the single-sound fallback (with -- no subanimation player: keep the single-sound fallback (with
-- the move's pitch/tempo modifiers; GROWL/ROAR play the -- the move's pitch/tempo modifiers; GROWL/ROAR play the
-- attacker's cry -- GetMoveSound/IsCryMove) -- attacker's cry -- GetMoveSound/IsCryMove)
if item.anim == "GROWL" or item.anim == "ROAR" then if self:animationsOn() and (item.anim == "GROWL" or item.anim == "ROAR") then
local attacker = item.attackerIsPlayer and self.player or self.enemy local attacker = item.attackerIsPlayer and self.player or self.enemy
if attacker then if attacker then
require("src.core.Sound").playMoveCry(self.data, attacker.mon.species, require("src.core.Sound").playMoveCry(self.data, attacker.mon.species,
anim and anim.tempo) anim and anim.tempo)
end end
elseif anim and anim.sound then elseif self:animationsOn() and anim and anim.sound then
local Sound = require("src.core.Sound") local Sound = require("src.core.Sound")
if Sound.playMove then if Sound.playMove then
Sound.playMove(self.data, anim) Sound.playMove(self.data, anim)
@@ -1350,6 +1394,11 @@ function BattleState:updateQueue()
self.current = nil self.current = nil
end end
elseif not (item and item.choice) then elseif not (item and item.choice) then
if item and item.waitForLearningSfx and not item.soundStarted then
item.soundStarted = true
self.waitingSound = item.waitForLearningSfx()
return true
end
-- The page is typed out and waiting on the player: PromptText -- The page is typed out and waiting on the player: PromptText
-- (home/text.asm:209-217) writes '▼' at (18,16) and ManualTextScroll -- (home/text.asm:209-217) writes '▼' at (18,16) and ManualTextScroll
-- blinks it until A/B, so the arrow belongs on a finished page and not -- blinks it until A/B, so the arrow belongs on a finished page and not
@@ -1409,7 +1458,7 @@ end
function BattleState:playEntranceCry(battler) function BattleState:playEntranceCry(battler)
local mon = battler and battler.mon local mon = battler and battler.mon
if not mon then return end if not mon then return end
require("src.core.Sound").playCry(self.data, mon.species, return require("src.core.Sound").playCry(self.data, mon.species,
mon.status == "SLP" and 37 or 11) mon.status == "SLP" and 37 or 11)
end end
@@ -1533,7 +1582,23 @@ function BattleState:enter()
-- default stays opaque for every other battle and for older saves. -- default stays opaque for every other battle and for older saves.
self.isOpaque = self:bgMode() ~= "world" self.isOpaque = self:bgMode() ~= "world"
self.introSlide = Timing.BATTLE_SLIDE_IN_FRAMES self.introSlide = Timing.BATTLE_SLIDE_IN_FRAMES
self.showEnemyTrainer = self.kind == "trainer" and self.trainerPic ~= nil -- GetTrainerInformation .linkBattle (home/trainers2.asm:26-31): the link
-- foe's pic is RedPicFront whatever either save looks like, and
-- InitBattleCommon loads and tilemaps it at hlcoord 12,0 for every
-- wIsInBattle == 2 battle (core.asm:6681-6688), the link one included.
-- wEnemyMonSpecies2 is zeroed under it, so the pic palette is PAL_MEWMON
-- exactly as it is for a trainer.
if self.kind == "link" and not self.trainerPic then
local frontPath, frontTrueColor =
require("src.pokemon.Sprites").playerPath(self.data, "front",
{ kind = "battle", battle = self })
if frontPath and require("src.render.Assets").exists(frontPath) then
self.trainerPic = getImage(frontPath, namedPalette(self.data, "MEWMON"),
frontTrueColor)
end
end
self.showEnemyTrainer = (self.kind == "trainer" or self.kind == "link")
and self.trainerPic ~= nil
-- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the -- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the
-- HUD corner/underline tiles under them (PlacePlayerHUDTiles / -- HUD corner/underline tiles under them (PlacePlayerHUDTiles /
-- PlaceEnemyHUDTiles, draw_hud_pokeball_gfx.asm:119-165) on screen with -- PlaceEnemyHUDTiles, draw_hud_pokeball_gfx.asm:119-165) on screen with
@@ -1565,13 +1630,13 @@ function BattleState:enter()
-- a different point in each battle kind, so queue it per branch -- a different point in each battle kind, so queue it per branch
local function queueEnemyCry() local function queueEnemyCry()
self:act(function() self:act(function()
self:playEntranceCry(self.enemy) self:waitSfxNext(self:playEntranceCry(self.enemy))
end) end)
end end
-- PrintBeginningBattleText (engine/battle/common_text.asm:10-19): a wild -- PrintBeginningBattleText (engine/battle/common_text.asm:10-19): a wild
-- battle calls PlayCry BEFORE PrintText WildMonAppearedText, so the cry -- battle calls PlayCry BEFORE PrintText WildMonAppearedText, and PlayCry
-- sounds with the "Wild X appeared!" box instead of waiting on the A -- ends in WaitForSoundToFinish, so the cry runs to its end and only then
-- press that clears its `prompt` (#303). The Silph-Scope-less tower -- does the "Wild X appeared!" box open (#303). The Silph-Scope-less tower
-- ghost gets no cry at all (common_text.asm:43-48), and neither does the -- ghost gets no cry at all (common_text.asm:43-48), and neither does the
-- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492). -- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492).
if self.kind ~= "trainer" and self.kind ~= "link" if self.kind ~= "trainer" and self.kind ~= "link"
@@ -1589,7 +1654,10 @@ function BattleState:enter()
-- The sfx is extracted as "Trainer_Appeared" (tools/rom_manifest.json -- The sfx is extracted as "Trainer_Appeared" (tools/rom_manifest.json
-- sfxHeaders, bank 8 / $42bb -- the same header pokered names -- sfxHeaders, bank 8 / $42bb -- the same header pokered names
-- SFX_Silph_Scope); nothing had ever played it. -- SFX_Silph_Scope); nothing had ever played it.
if self.kind == "trainer" then --
-- A link battle is wIsInBattle == 2, so PrintBeginningBattleText takes the
-- same .trainerBattle arm and owes the sfx too (common_text.asm:20-23).
if self.kind == "trainer" or self.kind == "link" then
self:act(function() self:act(function()
self.introSfx = require("src.core.Sound").play(self.data, self.introSfx = require("src.core.Sound").play(self.data,
"Trainer_Appeared") "Trainer_Appeared")
@@ -1607,13 +1675,17 @@ function BattleState:enter()
-- battle -- not on a switch, and not when the beaten trainer's pic -- battle -- not on a switch, and not when the beaten trainer's pic
-- scrolls back in (#317, #282) -- scrolls back in (#317, #282)
self:act(function() self.introBalls = nil end) self:act(function() self.introBalls = nil end)
if self.kind == "trainer" then if self.kind == "trainer" or self.kind == "link" then
-- EnemySendOutFirstMon (core.asm:1308-1310): SlideTrainerPicOffScreen local foeName = self.trainer and self.trainer.name
-- walks the foe's pic off the RIGHT edge (hlcoord 18,0, a = 8 tiles, or self.opponentName or Strings("FOE")
-- one tile every 2 frames) BEFORE TrainerSentOutText -- the pic does if self.showEnemyTrainer then
-- not blink out under the text (#317) -- EnemySendOutFirstMon (core.asm:1308-1310): SlideTrainerPicOffScreen
self:act(function() self:slidePic("foe", 0, 64, 4) end) -- walks the foe's pic off the RIGHT edge (hlcoord 18,0, a = 8 tiles,
table.insert(self.queue, { wait = 16 }) -- one tile every 2 frames) BEFORE TrainerSentOutText -- the pic does
-- not blink out under the text (#317)
self:act(function() self:slidePic("foe", 0, 64, 4) end)
table.insert(self.queue, { wait = 16 })
end
self:act(function() self:act(function()
self.showEnemyTrainer = false self.showEnemyTrainer = false
-- the slot is EMPTY from here until AnimateSendingOutMon runs below: -- the slot is EMPTY from here until AnimateSendingOutMon runs below:
@@ -1626,7 +1698,7 @@ function BattleState:enter()
self.enemySendingOut = true self.enemySendingOut = true
self:slidePic("foe") self:slidePic("foe")
end) end)
self:say(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name)) self:say(Strings("%s sent\nout %s!", foeName, self.enemy.name))
self:act(function() self:act(function()
-- EnemySendOutFirstMon (core.asm:1421-1434): after the text the -- EnemySendOutFirstMon (core.asm:1421-1434): after the text the
-- pic grows out of the ball (AnimateSendingOutMon), then the cry -- pic grows out of the ball (AnimateSendingOutMon), then the cry
@@ -1634,18 +1706,6 @@ function BattleState:enter()
self:startGrowIn(self.enemy) self:startGrowIn(self.enemy)
end) end)
queueEnemyCry() queueEnemyCry()
elseif self.kind == "link" then
-- Colosseum has no foe trainer pic, but the enemy mon still grows
-- out of the ball after "X sent out Y!" (not the wild "already there"
-- intro that LinkBattle previously inherited from newWild).
self.enemySendingOut = true
self:say(Strings("%s sent\nout %s!", self.opponentName or Strings("FOE"),
self.enemy.name))
self:act(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
end)
queueEnemyCry()
end end
-- StartBattle .foundFirstAliveEnemyMon (core.asm:152-156): the `call nz` -- StartBattle .foundFirstAliveEnemyMon (core.asm:152-156): the `call nz`
-- gates only EnemySendOutFirstMon -- the `ld c, 40 / call DelayFrames` -- gates only EnemySendOutFirstMon -- the `ld c, 40 / call DelayFrames`
@@ -1676,7 +1736,7 @@ function BattleState:enter()
-- SendOutMon (core.asm:1757-1762): after the poof the mon grows -- SendOutMon (core.asm:1757-1762): after the poof the mon grows
-- out of the ball (AnimateSendingOutMon at hlcoord 4,11) -- out of the ball (AnimateSendingOutMon at hlcoord 4,11)
self:startGrowIn(self.player) self:startGrowIn(self.player)
self:playEntranceCry(self.player) self:waitSfxNext(self:playEntranceCry(self.player))
end) end)
self:markParticipant() self:markParticipant()
end end
@@ -1735,6 +1795,7 @@ end
local function sendOutMonCursors(self) local function sendOutMonCursors(self)
self.menuIndex = 1 self.menuIndex = 1
self.moveIndex = 1 self.moveIndex = 1
self.playerMoveListIndex = 1
end end
-- core.asm:297-300: both sides' FLINCHED bits are cleared as a turn's move -- core.asm:297-300: both sides' FLINCHED bits are cleared as a turn's move
@@ -1853,7 +1914,10 @@ function BattleState:update(dt)
if self.phase == "menu" then if self.phase == "menu" then
for _, b in ipairs({ self.player, self.enemy }) do for _, b in ipairs({ self.player, self.enemy }) do
if b then if b then
if b.shownHP then b.shownHP = b.mon.hp end if b.shownHP then
b.shownHP = b.mon.hp
b.shownPx = Timing.hpBarPixels(b.mon.hp, math.max(1, b.mon.stats.hp))
end
b.drainFloor = nil b.drainFloor = nil
b.shownStatus = b.mon.status b.shownStatus = b.mon.status
end end
@@ -1871,9 +1935,18 @@ function BattleState:update(dt)
-- its own has no slide to wait for. -- its own has no slide to wait for.
if (self.introSlide or 0) > 0 then return end if (self.introSlide or 0) > 0 then return end
if not self:updateQueue() then if not self:updateQueue() then
if self.afterQueue == "menu" then local destination = self.afterQueue
-- These fields are queue/presentation cursors, not durable battle
-- state. Once the queue has drained, keeping their terminal values
-- makes the real command menu look busy to BattleSafety even though
-- every message, wait and intro animation has settled.
self.afterQueue = nil
self.nextInsert = nil
self.waitFrames = nil
if destination == "menu" then
self.introSlide = nil
self.phase = "menu" self.phase = "menu"
elseif self.afterQueue == "finish" then elseif destination == "finish" then
self:finish() self:finish()
end end
end end
@@ -1942,6 +2015,17 @@ function BattleState:update(dt)
self:resolveTurn(locked) self:resolveTurn(locked)
return return
end end
-- START has no vanilla action at a settled supported player-decision
-- boundary. A tool mod may claim this semantic auxiliary action through
-- the public hook, receiving only game plus a data-only kind. The shared
-- safety predicate keeps every unsupported/forced/animated phase inert.
if input:wasPressed("start") and Runtime.wantsHook("battle.menu_auxiliary") then
local safe = BattleSafety.inspect(self.game, self)
if safe and Runtime.call("battle.menu_auxiliary", function() return false end,
self.game, { kind = self.kind }) == true then
return
end
end
local col = (self.menuIndex - 1) % 2 local col = (self.menuIndex - 1) % 2
local row = math.floor((self.menuIndex - 1) / 2) local row = math.floor((self.menuIndex - 1) / 2)
if input:wasPressed("left") then if input:wasPressed("left") then
@@ -2013,8 +2097,10 @@ function BattleState:update(dt)
if self.moveSwapIndex then if self.moveSwapIndex then
self:swapMoves(self.moveSwapIndex, self.moveIndex) self:swapMoves(self.moveSwapIndex, self.moveIndex)
self.moveSwapIndex = nil self.moveSwapIndex = nil
self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves)
else else
self.moveSwapIndex = self.moveIndex self.moveSwapIndex = self.moveIndex
self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves)
end end
elseif input:wasPressed("b") then elseif input:wasPressed("b") then
require("src.core.Sound").play(self.data, "Press_AB") require("src.core.Sound").play(self.data, "Press_AB")
@@ -2037,6 +2123,7 @@ function BattleState:update(dt)
self.phase = "messages" self.phase = "messages"
self.afterQueue = "menu" self.afterQueue = "menu"
else else
self.playerMoveListIndex = self.moveIndex
self:resolveTurn(mv) self:resolveTurn(mv)
end end
end end
@@ -2194,8 +2281,13 @@ function BattleState:openOldManBag()
self.afterQueue = "menu" self.afterQueue = "menu"
self:ui(function() self:ui(function()
local list local list
-- The canned bag (POKE_BALL, not read from the player's real
-- inventory) differs by version: pokered's OldManItemList has 50
-- POKé BALLs; pokeyellow's SimulatedInputBattleItemList, shared by
-- the Viridian tutorial and Oak's catch, has one.
local qty = require("src.core.GameVersion").isYellow() and "x1" or "x50"
list = ListMenu.new(game, "ITEMS", { list = ListMenu.new(game, "ITEMS", {
{ value = "POKE_BALL", label = Strings("POKé BALL"), right = "x50" }, { value = "POKE_BALL", label = Strings("POKé BALL"), right = qty },
}, { }, {
script = function(l) script = function(l)
l.scriptTimer = (l.scriptTimer or 0) + 1 l.scriptTimer = (l.scriptTimer or 0) + 1
@@ -2243,10 +2335,10 @@ function BattleState:oldManThrow()
return return
end end
self:ballChain("TOSS_ANIM", true, 3, "POKE_BALL") self:ballChain("TOSS_ANIM", true, 3, "POKE_BALL")
self:actNext(function() -- ItemUseBallText05: text_far, sound_caught_mon, text_promptbutton --
require("src.core.Sound").play(self.data, "Caught_Mon") -- the fanfare follows the caught text and holds the prompt
end) self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name),
self:sayNext(Strings("All right!\n%s was\ncaught!", self.enemy.name)) function() return require("src.core.Sound").play(self.data, "Caught_Mon") end)
end) end)
end end
@@ -2387,11 +2479,9 @@ function BattleState:resolveTurn(playerAction)
end end
local order local order
if pFirst then if pFirst then
order = { { self.player, self.enemy, playerAction }, order = { { true, playerAction }, { false, enemyAction } }
{ self.enemy, self.player, enemyAction } }
else else
order = { { self.enemy, self.player, enemyAction }, order = { { false, enemyAction }, { true, playerAction } }
{ self.player, self.enemy, playerAction } }
end end
self.phase = "messages" self.phase = "messages"
@@ -2399,7 +2489,9 @@ function BattleState:resolveTurn(playerAction)
for _, entry in ipairs(order) do for _, entry in ipairs(order) do
self:act(function() self:act(function()
self:executeAction(entry[1], entry[2], entry[3]) local user = entry[1] and self.player or self.enemy
local target = entry[1] and self.enemy or self.player
self:executeAction(user, target, entry[2])
end) end)
end end
self:act(function() self:endOfTurn() end) self:act(function() self:endOfTurn() end)
@@ -2430,7 +2522,7 @@ function BattleState:resolveSwitch(newMon)
self.sendingOut = false self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in -- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player) self:startGrowIn(self.player)
self:playEntranceCry(self.player) self:waitSfxNext(self:playEntranceCry(self.player))
end) end)
end) end)
self:act(function() self:act(function()
@@ -2909,7 +3001,7 @@ function BattleState:applyHitFx(hit)
Sound.play(self.data, hit.sfx) Sound.play(self.data, hit.sfx)
end end
end end
if not t or not self:animationsOn() then return end if not t then return end
if t == 1 then if t == 1 then
-- PredefShakeScreenVertically b=8: the window drops by b for 3 frames -- PredefShakeScreenVertically b=8: the window drops by b for 3 frames
-- then home for 3, b counting down -- then home for 3, b counting down
@@ -3742,7 +3834,7 @@ function BattleState:onFaint(battler)
if battler.isPlayer then if battler.isPlayer then
-- RemoveFaintedPlayerMon (core.asm:1040-1042): the player mon's -- RemoveFaintedPlayerMon (core.asm:1040-1042): the player mon's
-- faint plays its ordinary species cry -- no Faint_Fall -- faint plays its ordinary species cry -- no Faint_Fall
Sound.playCry(self.data, battler.mon.species) self.faintCry = Sound.playCry(self.data, battler.mon.species)
elseif self.kind ~= "wild" then elseif self.kind ~= "wild" then
-- FaintEnemyPokemon (core.asm:732-771): the enemy faint plays no -- FaintEnemyPokemon (core.asm:732-771): the enemy faint plays no
-- species cry; trainer battles get SFX_FAINT_FALL, then SFX_FAINT_THUD -- species cry; trainer battles get SFX_FAINT_FALL, then SFX_FAINT_THUD
@@ -3757,6 +3849,11 @@ function BattleState:onFaint(battler)
end) end)
self.nextInsert = (self.nextInsert or 0) + 1 self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { wait = Timing.FAINT_SLIDE }) table.insert(self.queue, self.nextInsert, { wait = Timing.FAINT_SLIDE })
if battler.isPlayer then
-- RemoveFaintedPlayerMon ends `call PlayCry / jp PrintText`, and PlayCry
-- is `jp WaitForSoundToFinish`, so "X fainted!" waits out the cry
self:waitSfxNext(function() return self.faintCry end)
end
if not battler.isPlayer and self.kind ~= "wild" then if not battler.isPlayer and self.kind ~= "wild" then
-- FaintEnemyPokemon's SFX_FAINT_THUD lands as the slide does (after -- FaintEnemyPokemon's SFX_FAINT_THUD lands as the slide does (after
-- Faint_Fall, before EnemyMonFaintedText) -- Faint_Fall, before EnemyMonFaintedText)
@@ -3803,9 +3900,12 @@ function BattleState:awardExp()
participants, alive = 1, { self.player.mon } participants, alive = 1, { self.player.mon }
end end
local function applyShare(mon, split, announce) local function applyShare(mon, split, announce)
local playerId = self.game.save.player and self.game.save.player.id
local traded = mon.otId ~= nil and playerId ~= nil
and mon.otId ~= playerId or mon.traded == true and mon.otId == nil
local levels, gained = Experience.apply(self.data, mon, self.enemy.def, local levels, gained = Experience.apply(self.data, mon, self.enemy.def,
self.enemy.mon.level, self.kind == "trainer", self.enemy.mon.level, self.kind == "trainer",
split, mon.traded) split, traded)
-- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle -> -- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle ->
-- Evolution.checkParty). B-cancel leaves the mon at/above threshold; -- Evolution.checkParty). B-cancel leaves the mon at/above threshold;
-- without this gate it re-triggers after every later fight (#213). -- without this gate it re-triggers after every later fight (#213).
@@ -3829,7 +3929,7 @@ function BattleState:awardExp()
local text = Strings.source("%s gained\n%d EXP. Points!") local text = Strings.source("%s gained\n%d EXP. Points!")
if announce == "expAll" then if announce == "expAll" then
text = Strings.source("%s gained\nwith EXP.ALL,\v%d EXP. Points!") text = Strings.source("%s gained\nwith EXP.ALL,\v%d EXP. Points!")
elseif mon.traded then elseif traded then
text = Strings.source("%s gained\na boosted\v%d EXP. Points!") text = Strings.source("%s gained\na boosted\v%d EXP. Points!")
end end
self:sayNext(Strings(text, name, gained)) self:sayNext(Strings(text, name, gained))
@@ -3841,9 +3941,11 @@ function BattleState:awardExp()
-- experience.asm:248 fires per grew-level text -- experience.asm:248 fires per grew-level text
require("src.world.PikachuFollower") require("src.world.PikachuFollower")
.modifyHappiness(game.save, "LEVELUP", mon) .modifyHappiness(game.save, "LEVELUP", mon)
self:sayNext(Strings("%s grew\nto level %d!", name, lv)) -- GrewLevelText: text_far, sound_level_up, text_end (experience.asm:
-- 369-372); PrintStatsBox only runs once PrintText has returned
self:sayNextWaitSfx(Strings("%s grew\nto level %d!", name, lv),
function() return require("src.core.Sound").play(game.data, "Level_Up") end)
self:uiNext(function() self:uiNext(function()
require("src.core.Sound").play(game.data, "Level_Up")
return StatBox.new(game, mon) return StatBox.new(game, mon)
end) end)
-- After PrintStatsBox, experience.asm reloads the active battler's -- After PrintStatsBox, experience.asm reloads the active battler's
@@ -3988,7 +4090,7 @@ function BattleState:enemyMonFainted()
self.enemySendingOut = false self.enemySendingOut = false
self:startGrowIn(self.enemy) self:startGrowIn(self.enemy)
self:actNext(function() self:actNext(function()
self:playEntranceCry(self.enemy) self:waitSfxNext(self:playEntranceCry(self.enemy))
end) end)
end) end)
end) end)
@@ -4027,7 +4129,7 @@ function BattleState:enemyMonFainted()
self:actNext(function() self:actNext(function()
self.sendingOut = false self.sendingOut = false
self:startGrowIn(self.player) self:startGrowIn(self.player)
self:playEntranceCry(self.player) self:waitSfxNext(self:playEntranceCry(self.player))
end) end)
end) end)
return return
@@ -4093,15 +4195,17 @@ function BattleState:learnMove(mon, moveId)
if #mon.moves < 4 then if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp }) table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId }) Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
self:sayNext(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name, self:sayNextWaitSfx(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
mdef.name)) mdef.name), function()
return require("src.core.Sound").play(self.data, "Level_Up")
end)
return return
end end
-- the "trying to learn" preamble lives inside MoveLearnMenu:enter; -- the "trying to learn" preamble lives inside MoveLearnMenu:enter;
-- ordered insert so multi-level gains keep each level's checks -- ordered insert so multi-level gains keep each level's checks
-- between its own stat box and the next "grew to level" text -- between its own stat box and the next "grew to level" text
self:uiNext(function() self:uiNext(function()
return self:buildScreen("MoveLearnMenu", mon, moveId) return self:buildScreen("MoveLearnMenu", mon, moveId, nil, "Level_Up")
end) end)
end end
@@ -4221,7 +4325,7 @@ function BattleState:openReplacementMenu()
self.sendingOut = false self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in -- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player) self:startGrowIn(self.player)
self:playEntranceCry(self.player) self:waitSfxNext(self:playEntranceCry(self.player))
end) end)
end, end,
}) })
@@ -4265,11 +4369,10 @@ function BattleState:safariAction(choice)
-- above DoBallTossSpecialEffects's <= ULTRA_BALL check) -- above DoBallTossSpecialEffects's <= ULTRA_BALL check)
self:ballChain(self:tossAnimFor("SAFARI_BALL"), caught, shakes, "SAFARI_BALL") self:ballChain(self:tossAnimFor("SAFARI_BALL"), caught, shakes, "SAFARI_BALL")
if caught then if caught then
-- ItemUseBallText05's sound_caught_mon: fanfare with the text -- ItemUseBallText05: text_far, sound_caught_mon, text_promptbutton --
self:actNext(function() -- the fanfare follows the caught text and holds the prompt
require("src.core.Sound").play(self.data, "Caught_Mon") self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name),
end) function() return require("src.core.Sound").play(self.data, "Caught_Mon") end)
self:sayNext(Strings("All right!\n%s was\ncaught!", self.enemy.name))
-- same ItemUseBall .captured flow as a regular ball -- same ItemUseBall .captured flow as a regular ball
self:act(function() self:storeCaughtMon() end) self:act(function() self:storeCaughtMon() end)
else else
@@ -4497,8 +4600,12 @@ function BattleState:storeCaughtMon()
markOwned(game, species) markOwned(game, species)
stampOT(game.save, self.enemy.mon) stampOT(game.save, self.enemy.mon)
if isNew then if isNew then
-- _ItemUseBallText06 + ShowPokedexData -- _ItemUseBallText06 + ShowPokedexData: text_far, sound_dex_page_added,
self:sayNext(Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name)) -- text_promptbutton (item_effects.asm:624-629), so the fanfare follows
-- the box rather than firing when the dex bit is set
self:sayNextWaitSfx(
Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Dex_Page_Added") end)
self:uiNext(function() self:uiNext(function()
return self:buildScreen("DexEntryMenu", species) return self:buildScreen("DexEntryMenu", species)
end) end)
@@ -4648,12 +4755,10 @@ function BattleState:throwBall(ball)
self:ballChain(self:tossAnimFor(ball), caught, shakes, ball) self:ballChain(self:tossAnimFor(ball), caught, shakes, ball)
if caught then if caught then
-- ItemUseBallText05 carries sound_caught_mon (item_effects.asm: -- ItemUseBallText05 carries sound_caught_mon (item_effects.asm:
-- 608-614): the fanfare sounds with the caught message, before -- 608-614): text_far, sound_caught_mon, text_promptbutton -- the
-- the prompt, not after the text is dismissed -- fanfare follows the caught message and holds the prompt
self:actNext(function() self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name),
require("src.core.Sound").play(self.data, "Caught_Mon") function() return require("src.core.Sound").play(self.data, "Caught_Mon") end)
end)
self:sayNext(Strings("All right!\n%s was\ncaught!", self.enemy.name))
self:act(function() self:storeCaughtMon() end) self:act(function() self:storeCaughtMon() end)
else else
self:sayNext(self:ballMissMessage(shakes)) self:sayNext(self:ballMissMessage(shakes))
@@ -4779,7 +4884,7 @@ end
-- Party pokeball row (SetupPokeballs tiles: ball / status ball / -- Party pokeball row (SetupPokeballs tiles: ball / status ball /
-- fainted ball / empty), 6 slots stepping dx from (x,y). -- fainted ball / empty), 6 slots stepping dx from (x,y).
local ballQuads local ballQuads
function BattleState:drawBallRow(party, x, y, dx) local function balls()
if ballQuads == nil then if ballQuads == nil then
local ok, img = pcall(love.graphics.newImage, "assets/generated/battle/balls.png") local ok, img = pcall(love.graphics.newImage, "assets/generated/battle/balls.png")
if ok then if ok then
@@ -4791,11 +4896,23 @@ function BattleState:drawBallRow(party, x, y, dx)
ballQuads = false ballQuads = false
end end
end end
if not ballQuads then return end return ballQuads or nil
end
function BattleState:drawCaughtBall(x, y)
local quads = balls()
if not quads then return end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(quads.img, quads[0], x, y)
end
function BattleState:drawBallRow(party, x, y, dx)
local quads = balls()
if not quads then return end
for i = 1, 6 do for i = 1, 6 do
local mon = party[i] local mon = party[i]
local tile = not mon and 3 or mon.hp <= 0 and 2 or mon.status and 1 or 0 local tile = not mon and 3 or mon.hp <= 0 and 2 or mon.status and 1 or 0
love.graphics.draw(ballQuads.img, ballQuads[tile], x + (i - 1) * dx, y) love.graphics.draw(quads.img, quads[tile], x + (i - 1) * dx, y)
end end
end end
@@ -5128,7 +5245,8 @@ function BattleState:sgbBattlePals()
local function bar(b) local function bar(b)
if not b then return pals.GREENBAR end if not b then return pals.GREENBAR end
local hp = b.shownHP or b.mon.hp local hp = b.shownHP or b.mon.hp
return pals[PaletteFX.barPalName(hp, b.mon.stats.hp)] or pals.GREENBAR return pals[PaletteFX.barPalName(hp, b.mon.stats.hp, b.shownPx)]
or pals.GREENBAR
end end
local function mon(b, placeholder) local function mon(b, placeholder)
if placeholder or not b then return pals.MEWMON or pals.GREENBAR end if placeholder or not b then return pals.MEWMON or pals.GREENBAR end
@@ -5511,7 +5629,12 @@ function BattleState:drawHUDs(slide)
love.graphics.translate(hudShake, 0) love.graphics.translate(hudShake, 0)
end end
love.graphics.setColor(0, 0, 0, 1) love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.enemy.name, nameX(1, self.enemy.name), 0) local enemyNameX = nameX(1, self.enemy.name)
local enemyNameWidth = Font.draw(self.enemy.name, enemyNameX, 0)
if self:caughtMarkerVisible() then
self:drawCaughtBall(enemyNameX + enemyNameWidth, 0)
love.graphics.setColor(0, 0, 0, 1)
end
if self.enemy.shownStatus then if self.enemy.shownStatus then
Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8) Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8)
else else
@@ -5521,7 +5644,7 @@ function BattleState:drawHUDs(slide)
hudTile(0x73, 8, 16) hudTile(0x73, 8, 16)
drawHPBar(barData, 2, 2, drawHPBar(barData, 2, 2,
{ hp = shownHP(self.enemy), stats = self.enemy.mon.stats }, { hp = shownHP(self.enemy), stats = self.enemy.mon.stats },
nil, grayFill) nil, grayFill, nil, self.enemy.shownPx)
hudTile(0x74, 8, 24) hudTile(0x74, 8, 24)
for i = 2, 9 do hudTile(0x76, i * 8, 24) end for i = 2, 9 do hudTile(0x76, i * 8, 24) end
hudTile(0x78, 80, 24) hudTile(0x78, 80, 24)
@@ -5602,7 +5725,7 @@ function BattleState:drawHUDs(slide)
end end
drawHPBar(barData, 10, 9, drawHPBar(barData, 10, 9,
{ hp = shownHP(self.player), stats = self.player.mon.stats }, { hp = shownHP(self.player), stats = self.player.mon.stats },
1, grayFill) -- wHPBarType 1: the $6D cap 1, grayFill, nil, self.player.shownPx) -- wHPBarType 1: the $6D cap
Font.draw(("%3d/%3d"):format(shownHP(self.player), self.player.mon.stats.hp), 88, 80) Font.draw(("%3d/%3d"):format(shownHP(self.player), self.player.mon.stats.hp), 88, 80)
hudTile(0x73, 144, 80) hudTile(0x73, 144, 80)
hudTile(0x77, 144, 88) hudTile(0x77, 144, 88)
@@ -5738,6 +5861,7 @@ function BattleState:drawTextArea()
Font.draw(self.data.moves[m.id].name, 16, (7 + i) * 8) Font.draw(self.data.moves[m.id].name, 16, (7 + i) * 8)
end end
Font.drawCode(0xED, 8, (7 + self.mimicIndex) * 8) Font.drawCode(0xED, 8, (7 + self.mimicIndex) * 8)
Font.draw(Strings("WHICH TECHNIQUE?"), 8, 112)
end end
end end
+1 -2
View File
@@ -310,8 +310,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if record and record.afterDamage then if record and record.afterDamage then
record.afterDamage(ctx, totalDealt) record.afterDamage(ctx, totalDealt)
elseif moveInst.struggle then elseif moveInst.struggle then
-- struggle recoils even when its effect id resolves to no record local recoil = math.max(1, math.floor(totalDealt / 2))
local recoil = math.max(1, math.floor(dmg / 2))
battle:sayNext(romText(battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(user))) battle:sayNext(romText(battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(user)))
battle:applyDamage(user, recoil) battle:applyDamage(user, recoil)
end end
+7 -8
View File
@@ -348,8 +348,9 @@ MoveEffects.primary = {
target.disabledTurns = battle.rng(1, 8) target.disabledTurns = battle.rng(1, 8)
local id = target.curMoves[slot].id local id = target.curMoves[slot].id
-- _MoveWasDisabledText: "X's / MOVE was / disabled!" -- _MoveWasDisabledText: "X's / MOVE was / disabled!"
return { romText(battle.data, "_MoveWasDisabledText", "%s's\n%s was\ndisabled!", displayName(target), return { romText(battle.data, "_MoveWasDisabledText", "%s's\n%s was\ndisabled!",
battle.data.moves[id].name) } { TARGET = displayName(target),
["RAM:wNameBuffer"] = battle.data.moves[id].name }) }
end, end,
SPLASH_EFFECT = function(battle) SPLASH_EFFECT = function(battle)
@@ -441,11 +442,10 @@ local function hitsFrom(dist, ctx)
return dist[r + 1] return dist[r + 1]
end end
-- drain_hp.asm halves the RAW wDamage IN PLACE (minimum 1) and heals -- engine/battle/core.asm ApplyDamageToEnemyPokemon
-- that amount, so Counter would see the halved value
local function drainHalf(label, text) local function drainHalf(label, text)
return function(ctx) return function(ctx)
local heal = math.max(1, math.floor(ctx.rawDamage / 2)) local heal = math.max(1, math.floor(ctx.totalDealt / 2))
ctx.battle.lastDamage = heal ctx.battle.lastDamage = heal
local mon = ctx.user.mon local mon = ctx.user.mon
mon.hp = math.min(mon.stats.hp, mon.hp + heal) mon.hp = math.min(mon.stats.hp, mon.hp + heal)
@@ -529,9 +529,8 @@ MoveEffects.full = {
RECOIL_EFFECT = { RECOIL_EFFECT = {
afterDamage = function(ctx) afterDamage = function(ctx)
-- recoil.asm reads the RAW computed wDamage (not the HP actually -- engine/battle/move_effects/recoil.asm
-- removed): overkill and substitute hits recoil at full strength local recoil = math.max(1, math.floor(ctx.totalDealt
local recoil = math.max(1, math.floor(ctx.rawDamage
/ (ctx.moveInst.struggle and 2 or 4))) / (ctx.moveInst.struggle and 2 or 4)))
ctx.say(romText(ctx.battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(ctx.user))) ctx.say(romText(ctx.battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(ctx.user)))
ctx.battle:applyDamage(ctx.user, recoil) ctx.battle:applyDamage(ctx.user, recoil)
+3 -1
View File
@@ -243,7 +243,9 @@ function Status.beforeMove(battler, rng, battle, selectedMoveId)
local shown = moves and moves[selectedMoveId] and moves[selectedMoveId].name local shown = moves and moves[selectedMoveId] and moves[selectedMoveId].name
or tostring(selectedMoveId) or tostring(selectedMoveId)
table.insert(msgs, romText(battle and battle.data, "_MoveIsDisabledText", table.insert(msgs, romText(battle and battle.data, "_MoveIsDisabledText",
"%s's\n%s is\ndisabled!", name(battler), shown)) "%s's\n%s is\ndisabled!", {
USER = name(battler), ["RAM:wNameBuffer"] = shown,
}))
return false, msgs return false, msgs
end end
end end
+39
View File
@@ -0,0 +1,39 @@
-- Shared visibility rules for battle-owned UI states. Text and choice
-- overlays live above BattleState on the state stack, but they are still part
-- of its bottom UI layer and must inherit that layer's visibility.
local Runtime = require("src.mods.Runtime")
local UIVisibility = {}
local function enclosingBattle(state)
local stack = state and state.game and state.game.stack
local states = stack and stack.states
local found = false
for i = #(states or {}), 1, -1 do
local candidate = states[i]
if candidate == state then found = true end
if found and candidate and candidate.isBattle then return candidate end
end
return nil
end
-- queryState keeps the existing TextBox contract: a mod may still decide
-- visibility for that individual box. ChoiceBox only inherits the enclosing
-- battle decision, so field YES/NO prompts never become battle-hook states.
function UIVisibility.bottomVisible(state, queryState)
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
local battle = enclosingBattle(state)
if battle and battle ~= state
and Runtime.call("battle.bottom_ui_visible",
function() return true end, battle) == false then
return false
end
if queryState or battle == state then
return Runtime.call("battle.bottom_ui_visible",
function() return true end, state) ~= false
end
return true
end
return UIVisibility
+1 -1
View File
@@ -108,7 +108,7 @@ local function drawStatusPanel(battle, battler, x, y, player)
HudTiles.drawHPBar(battle.data, tx + 1, ty + 2, { HudTiles.drawHPBar(battle.data, tx + 1, ty + 2, {
hp = shownHP(battler), hp = shownHP(battler),
stats = battler.mon.stats, stats = battler.mon.stats,
}, nil, monoMode(), tw - 5) }, nil, monoMode(), tw - 5, battler.shownPx)
if player then if player then
Font.draw(("%3d/%3d"):format(shownHP(battler), battler.mon.stats.hp), Font.draw(("%3d/%3d"):format(shownHP(battler), battler.mon.stats.hp),
+88 -18
View File
@@ -37,8 +37,10 @@ local Prize = require("src.battle.gen2.Prize")
-- * Gen 1's `user` / `target` / `battler` are battler wrappers around a mon -- * Gen 1's `user` / `target` / `battler` are battler wrappers around a mon
-- ({ mon = , name = , isPlayer = }); Gen 2's engine works on the party mon -- ({ mon = , name = , isPlayer = }); Gen 2's engine works on the party mon
-- table directly, so that is what these payloads carry. -- table directly, so that is what these payloads carry.
-- * Gen 1's `rng` is love.math.random (1..n); Gen 2's injected `random` is -- * Gen 1's `rng` is love.math.random (rng(n) → 1..n, rng(lo,hi) → lo..hi).
-- the cart's BattleRandom convention (0..n-1). Both keys are present. -- Gen 2's cart BattleRandom is random(n) → 0..n-1. Both live on the
-- battle: `random` / `roller()` are BattleRandom for damage, accuracy,
-- Magnitude, etc.; `rng` is the Gen 1 / love-style view of the same stream.
local Runtime = require("src.mods.Runtime") local Runtime = require("src.mods.Runtime")
-- The two battle lines that carry the cart's own `line` break: a marker-bearing -- The two battle lines that carry the cart's own `line` break: a marker-bearing
-- literal has to stay reachable from a translation mod (#186, #245), which is -- literal has to stay reachable from a translation mod (#186, #245), which is
@@ -88,6 +90,19 @@ local function rand(random, n)
return math.random(n) - 1 return math.random(n) - 1
end end
-- Gen 1 / love.math view of BattleRandom: rng(n) → 1..n, rng(lo,hi) → lo..hi.
local function loveStyleRng(random)
return function(lo, hi)
if hi == nil then
local n = lo or 1
if n < 1 then n = 1 end
return (rand(random, n) or 0) + 1
end
if hi < lo then lo, hi = hi, lo end
return lo + (rand(random, hi - lo + 1) or 0)
end
end
-- data/trainers/leaders.asm. The two lists are ONE array in the ROM: only -- data/trainers/leaders.asm. The two lists are ONE array in the ROM: only
-- KantoGymLeaders carries the -1 terminator, and GymLeaders falls through into -- KantoGymLeaders carries the -1 terminator, and GymLeaders falls through into
-- it, so IsGymLeader matches all twenty-two classes while IsKantoGymLeader -- it, so IsGymLeader matches all twenty-two classes while IsKantoGymLeader
@@ -212,12 +227,15 @@ Battle.KANTO_BADGE_ORDER = {
-- this wild battle is BATTLETYPE_ROAMING; the caller built `wild` -- this wild battle is BATTLETYPE_ROAMING; the caller built `wild`
-- through Roamers.beginBattle and reads Battle.roaming back to -- through Roamers.beginBattle and reads Battle.roaming back to
-- bank the beast's HP afterwards -- bank the beast's HP afterwards
-- random(n) 0..n-1, injected so a test is deterministic -- random(n) 0..n-1, injected so a test is deterministic (BattleRandom)
-- rng(lo,hi) / rng(n) Gen 1 / love.math contract; defaults over `random`
function Battle.new(opts) function Battle.new(opts)
opts = opts or {} opts = opts or {}
local self = setmetatable({}, Battle) local self = setmetatable({}, Battle)
self.data = opts.data or {} self.data = opts.data or {}
self.random = opts.random self.random = opts.random or function(n) return rand(nil, n) end
-- Same stream as `random`, Gen 1 / love.math calling convention.
self.rng = opts.rng or loveStyleRng(self.random)
self.party = opts.party or {} self.party = opts.party or {}
self.trainer = opts.trainer self.trainer = opts.trainer
self.save = opts.save self.save = opts.save
@@ -271,6 +289,13 @@ function Battle.new(opts)
self.enemy = self.enemyParty[self.enemyIndex] self.enemy = self.enemyParty[self.enemyIndex]
end end
for _, mon in ipairs(self.party) do
Mon.refreshStats(mon, self.data)
end
for _, mon in ipairs(self.enemyParty or {}) do
Mon.refreshStats(mon, self.data)
end
-- Battle RAM opens empty on both sides: NewBattleMonStatus and -- Battle RAM opens empty on both sides: NewBattleMonStatus and
-- NewEnemyMonStatus run at the first send-out of every battle. -- NewEnemyMonStatus run at the first send-out of every battle.
self:clearAllVolatiles() self:clearAllVolatiles()
@@ -396,11 +421,8 @@ function Battle:endBattle(outcome)
Runtime.emit("battle.ended", { battle = self, result = outcome }) Runtime.emit("battle.ended", { battle = self, result = outcome })
end end
-- A never-nil 0..n-1 roller for the hook contexts. `random` is optional on the -- Never-nil BattleRandom (0..n-1) for call sites that want the cart byte.
-- constructor (a headless test injects one, the game leaves it to love.math), -- `battle.rng` is the Gen 1 / love.math view of the same stream.
-- and a mod reaching for ctx.rng must not have to know that. Note the
-- convention: this is the cart's BattleRandom byte (0..n-1), NOT Gen 1's
-- love.math.random (1..n).
function Battle:roller() function Battle:roller()
if not self.rollerFn then if not self.rollerFn then
self.rollerFn = function(n) return rand(self.random, n) end self.rollerFn = function(n) return rand(self.random, n) end
@@ -1246,14 +1268,14 @@ function Battle:dealDamage(attacker, defender, damage, opts)
return damage return damage
end end
function Battle:heal(mon, amount) function Battle:heal(mon, amount, opts)
local maxHp = mon.maxHp or (mon.stats and mon.stats.hp) or 1 local maxHp = mon.maxHp or (mon.stats and mon.stats.hp) or 1
local before = mon.hp or 0 local before = mon.hp or 0
mon.hp = math.min(maxHp, before + math.max(0, math.floor(amount or 0))) mon.hp = math.min(maxHp, before + math.max(0, math.floor(amount or 0)))
local healed = mon.hp - before local healed = mon.hp - before
if healed > 0 then if healed > 0 then
self:emit({ kind = "heal", side = self:sideOf(mon), amount = healed, self:emit({ kind = "heal", side = self:sideOf(mon), amount = healed,
hp = mon.hp }) hp = mon.hp, anim = opts and opts.anim })
end end
return healed return healed
end end
@@ -1597,9 +1619,25 @@ function Battle:useMove(attacker, defender, moveId)
return return
end end
-- Damage that skips the formula entirely. -- Damage that skips the formula entirely. The move's own power goes with
local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random) -- it: EFFECT_STATIC_DAMAGE's arm of BattleCommand_ConstantDamage reads
-- BATTLE_VARS_MOVE_POWER as the damage (effect_commands.asm:3157-3161).
local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random,
def.power)
if fixed then if fixed then
-- The constant-damage effect list carries `resettypematchup` instead of
-- `stab`, and that command misses the move outright when the matchup byte
-- is 0 (effect_commands.asm:1480-1493) -- an immune target is the one
-- thing that stops SONIC BOOM, NIGHT SHADE or SUPER FANG.
local defenderTypes = (self:speciesDef(defender) or {}).types
or defender.types
local matchups = self.data.type_chart and self.data.type_chart.matchups
if Damage.typeMultiplier(def.type, defenderTypes, matchups) == 0 then
self:markMissed()
self:emit({ kind = "message",
text = "It doesn't affect " .. self:monName(defender) .. "..." })
return
end
self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId }) self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId })
return return
end end
@@ -1655,7 +1693,7 @@ function Battle:useMove(attacker, defender, moveId)
state.rolloutLock = nil state.rolloutLock = nil
end end
local hits = Effects.hitCount(def.effect, self.random) local hits = Effects.hitCount(def.effect, self:roller())
local landed = 0 local landed = 0
for hit = 1, hits do for hit = 1, hits do
if (defender.hp or 0) <= 0 then break end if (defender.hp or 0) <= 0 then break end
@@ -2600,6 +2638,35 @@ Battle.MOVE_EFFECTS.EFFECT_FORCE_SWITCH = function(self, attacker, defender,
self.forcedSwitch = true self.forcedSwitch = true
end end
-- BattleCommand_Teleport (engine/battle/move_effects/teleport.asm). Fails
-- outright for BATTLETYPE_FORCESHINY/TRAP, for a trapped user, and in any
-- TRAINER battle; in a WILD battle the level ladder is identical to
-- EFFECT_FORCE_SWITCH's. Without an entry here TELEPORT fell through to
-- the (0-power) damage path and never ended the battle.
Battle.MOVE_EFFECTS.EFFECT_TELEPORT = function(self, attacker, defender)
if self.battleType == Battle.BATTLETYPE_FORCESHINY
or self.battleType == Battle.BATTLETYPE_TRAP
or self:volatile(defender).trapsTarget then
return fail(self)
end
if not self.wild then return fail(self) end
local userLevel = attacker.level or 1
local targetLevel = defender.level or 1
local succeeds = userLevel >= targetLevel
if not succeeds then
local roll = self:rollBelow(math.min(256, userLevel + targetLevel + 1))
succeeds = roll >= math.floor(targetLevel / 4)
end
if not succeeds then return fail(self) end
self.over = true
self.outcome = "fled"
self.forcedSwitch = true
self:emit({ kind = "run", side = self:sideOf(attacker),
text = self:monName(attacker) .. " fled from battle!" })
end
-- -------------------------------------------------------- the move effects -- -------------------------------------------------------- the move effects
-- --
-- The three tables above as records, in the shape src/mods/Schemas.lua's -- The three tables above as records, in the shape src/mods/Schemas.lua's
@@ -3149,7 +3216,8 @@ function Battle:giveExperiencePass(loser, def, recipients, count, halved)
-- ChangeHappiness is outside the level loop. -- ChangeHappiness is outside the level loop.
Happiness.change(mon, "GAINLEVEL") Happiness.change(mon, "GAINLEVEL")
self:emit({ kind = "level", index = index, level = mon.level, self:emit({ kind = "level", index = index, level = mon.level,
text = self:monName(mon) .. " grew to level " .. mon.level .. "!" }) text = self:monName(mon) .. " grew to level " .. mon.level .. "!",
sfx = "Sfx_DexFanfare5079", waitSfx = true })
for _, moveId in ipairs(result.learned) do for _, moveId in ipairs(result.learned) do
local ok, reason, entry = Mon.learnMove(mon, moveId, self.data) local ok, reason, entry = Mon.learnMove(mon, moveId, self.data)
local moveDef = self:moveDef(moveId) local moveDef = self:moveDef(moveId)
@@ -3615,7 +3683,7 @@ end
-- Running: Gen 2's odds (engine/battle/core.asm TryToRunAwayFromBattle) are -- Running: Gen 2's odds (engine/battle/core.asm TryToRunAwayFromBattle) are
-- based on the speed ratio and how many times you have tried this battle. -- based on the speed ratio and how many times you have tried this battle.
-- Trainers never let you run. -- Trainers never let you run.
function Battle:tryRun() function Battle:tryRun(pSpd)
-- .cant_escape and .cant_run_from_trainer leave wBattlePlayerAction alone, -- .cant_escape and .cant_run_from_trainer leave wBattlePlayerAction alone,
-- which is what BattleMenu_Run reads to decide whether the turn was spent -- which is what BattleMenu_Run reads to decide whether the turn was spent
-- (engine/battle/core.asm:5035); only .cant_escape_2, the failed roll at the -- (engine/battle/core.asm:5035); only .cant_escape_2, the failed roll at the
@@ -3647,7 +3715,8 @@ function Battle:tryRun()
return false return false
end end
self.runAttempts = (self.runAttempts or 0) + 1 self.runAttempts = (self.runAttempts or 0) + 1
if self:runRoll(self:effectiveSpeed(self.player), -- engine/battle/core.asm:2614
if self:runRoll(pSpd or self:effectiveSpeed(self.player),
self:effectiveSpeed(self.enemy)) then self:effectiveSpeed(self.enemy)) then
self:emit({ kind = "run", text = "Got away safely!" }) self:emit({ kind = "run", text = "Got away safely!" })
self:endBattle("run") self:endBattle("run")
@@ -4442,7 +4511,8 @@ function Battle:tickHeldItem(mon)
end end
if effect == "HELD_BERRY" and (mon.hp or 0) * 2 <= maxHp then if effect == "HELD_BERRY" and (mon.hp or 0) * 2 <= maxHp then
self:heal(mon, parameter > 0 and parameter or 10) -- pokegold engine/battle/core.asm:4074 ItemRecoveryAnim
self:heal(mon, parameter > 0 and parameter or 10, { anim = "RECOVER" })
mon.item = nil mon.item = nil
self:emit({ kind = "message", self:emit({ kind = "message",
text = name .. " ate the " .. (def.name or "BERRY") .. "!" }) text = name .. " ate the " .. (def.name or "BERRY") .. "!" })
+38 -13
View File
@@ -100,21 +100,28 @@ end
-- are 1/8 each, which is what the `and 3` on a 0-3 roll plus the two-step -- are 1/8 each, which is what the `and 3` on a 0-3 roll plus the two-step
-- fallthrough in .DetermineNumberOfHits produces. -- fallthrough in .DetermineNumberOfHits produces.
function Effects.multiHitCount(random) function Effects.multiHitCount(random)
local roll = random and random(4) or 0 local function roll(n)
if roll < 2 then return roll + 2 end if random then return random(n) end
-- Hits 4 and 5 take a second roll, so each ends up half as likely. if love and love.math and love.math.random then
local second = random and random(2) or 0 return love.math.random(n) - 1
return second + 4 end
return math.random(n) - 1
end
-- engine/battle/effect_commands.asm:5228
local first = roll(4)
if first < 2 then return first + 2 end
return roll(4) + 2
end end
Effects.HIT_COUNTS = { Effects.HIT_COUNTS = {
EFFECT_DOUBLE_HIT = 2, EFFECT_DOUBLE_HIT = 2,
EFFECT_POISON_MULTI_HIT = 2,
-- Triple Kick stops early if a hit misses; Battle rolls that per hit. -- Triple Kick stops early if a hit misses; Battle rolls that per hit.
EFFECT_TRIPLE_KICK = 3, EFFECT_TRIPLE_KICK = 3,
} }
function Effects.hitCount(effect, random) function Effects.hitCount(effect, random)
if effect == "EFFECT_MULTI_HIT" or effect == "EFFECT_POISON_MULTI_HIT" then if effect == "EFFECT_MULTI_HIT" then
return Effects.multiHitCount(random) return Effects.multiHitCount(random)
end end
return Effects.HIT_COUNTS[effect] or 1 return Effects.HIT_COUNTS[effect] or 1
@@ -172,9 +179,9 @@ end
-- --------------------------------------------------------------- fixed damage -- --------------------------------------------------------------- fixed damage
-- BattleCommand_LevelDamage / SuperFang / Psywave, all of which skip the -- BattleCommand_ConstantDamage (engine/battle/effect_commands.asm:3131-3205),
-- damage formula entirely. -- one command for the whole SuperFang / Psywave / StaticDamage list.
function Effects.fixedDamage(effect, attacker, defender, random) function Effects.fixedDamage(effect, attacker, defender, random, power)
if effect == "EFFECT_LEVEL_DAMAGE" then if effect == "EFFECT_LEVEL_DAMAGE" then
return math.max(1, attacker.level or 1) return math.max(1, attacker.level or 1)
end end
@@ -182,9 +189,17 @@ function Effects.fixedDamage(effect, attacker, defender, random)
return math.max(1, math.floor((defender.hp or 1) / 2)) return math.max(1, math.floor((defender.hp or 1) / 2))
end end
if effect == "EFFECT_PSYWAVE" then if effect == "EFFECT_PSYWAVE" then
-- 1..(level * 1.5), rerolled until it is in range; one roll is enough here. -- .psywave rerolls until the byte is nonzero AND below level * 1.5, so the
local ceiling = math.max(1, math.floor((attacker.level or 1) * 3 / 2)) -- top of the range is that ceiling minus one (effect_commands.asm:3163).
return math.max(1, (random and random(ceiling) or 0) + 1) local ceiling = math.max(2, math.floor((attacker.level or 1) * 3 / 2))
return math.max(1, (random and random(ceiling - 1) or 0) + 1)
end
-- SONIC BOOM and DRAGON RAGE share EFFECT_STATIC_DAMAGE, whose arm reads
-- BATTLE_VARS_MOVE_POWER straight into the damage word: their stored power
-- (20 and 40) IS the damage, never a formula input
-- (effect_commands.asm:3157-3161).
if effect == "EFFECT_STATIC_DAMAGE" then
return math.max(1, math.floor(power or 0))
end end
return nil return nil
end end
@@ -250,8 +265,18 @@ Effects.MAGNITUDE_POWER = {
-- is what damagecalc reads as the move's power -- data/moves/moves.asm stores -- is what damagecalc reads as the move's power -- data/moves/moves.asm stores
-- MAGNITUDE at power 1 precisely because this overwrites it. Returns the -- MAGNITUDE at power 1 precisely because this overwrites it. Returns the
-- power and the magnitude number the text prints. -- power and the magnitude number the text prints.
--
-- `random` is BattleRandom (0..n-1). If none is supplied, roll via love.math
-- / math.random — never hard-code 0 (that always yields Magnitude 4).
function Effects.magnitudePower(random) function Effects.magnitudePower(random)
local roll = random and random(256) or 0 local roll
if type(random) == "function" then
roll = random(256) or 0
elseif love and love.math and love.math.random then
roll = love.math.random(256) - 1
else
roll = math.random(256) - 1
end
for _, row in ipairs(Effects.MAGNITUDE_POWER) do for _, row in ipairs(Effects.MAGNITUDE_POWER) do
if row[1] >= roll then return row[2], row[3] end if row[1] >= roll then return row[2], row[3] end
end end
+26 -3
View File
@@ -68,7 +68,16 @@ function Mon.stats(baseStats, dvs, level, statExp)
baseStats = baseStats or {} baseStats = baseStats or {}
dvs = dvs or {} dvs = dvs or {}
statExp = statExp or {} statExp = statExp or {}
local hpDv = dvs.hp or Mon.hpDV(dvs) -- engine/pokemon/move_mon.asm:1540
local specialDv = dvs.special
if specialDv == nil then
specialDv = dvs.specialAttack or dvs.specialDefense
end
-- engine/pokemon/move_mon.asm:1496
local hpDv = Mon.hpDV({
attack = dvs.attack, defense = dvs.defense,
speed = dvs.speed, special = specialDv,
})
local hp = math.floor((((baseStats.hp or 1) * 2 + hpDv * 2 local hp = math.floor((((baseStats.hp or 1) * 2 + hpDv * 2
+ math.floor(math.sqrt(statExp.hp or 0) / 4)) * level) / 100) + math.floor(math.sqrt(statExp.hp or 0) / 4)) * level) / 100)
+ level + 10 + level + 10
@@ -82,13 +91,27 @@ function Mon.stats(baseStats, dvs, level, statExp)
-- box_struct ends them at SpcExp), so SpA and SpD grow together. The -- box_struct ends them at SpcExp), so SpA and SpD grow together. The
-- per-stat keys are still read as a fallback for a record written before -- per-stat keys are still read as a fallback for a record written before
-- the shared word existed. -- the shared word existed.
specialAttack = statValue(baseStats.specialAttack, dvs.special, level, specialAttack = statValue(baseStats.specialAttack, specialDv, level,
statExp.special or statExp.specialAttack), statExp.special or statExp.specialAttack),
specialDefense = statValue(baseStats.specialDefense, dvs.special, level, specialDefense = statValue(baseStats.specialDefense, specialDv, level,
statExp.special or statExp.specialDefense), statExp.special or statExp.specialDefense),
} }
end end
function Mon.refreshStats(mon, data)
if type(mon) ~= "table" then return mon end
local def = data and data.pokemon and data.pokemon[mon.species]
if not (def and def.baseStats) then return mon end
-- engine/pokemon/move_mon.asm:1402
local stats = Mon.stats(def.baseStats, mon.dvs, mon.level or 1, mon.statExp)
mon.stats = stats
mon.maxHp = stats.hp
if mon.hp == nil or mon.hp > stats.hp then
mon.hp = stats.hp
end
return mon
end
-- The five stat exp words, in struct order. There is no sixth: see Mon.stats. -- The five stat exp words, in struct order. There is no sixth: see Mon.stats.
Mon.STAT_EXP_ORDER = { "hp", "attack", "defense", "speed", "special" } Mon.STAT_EXP_ORDER = { "hp", "attack", "defense", "speed", "special" }
+31 -2
View File
@@ -4,6 +4,7 @@
local BattleCheckpoint = {} local BattleCheckpoint = {}
local BattleState = require("src.battle.BattleState") local BattleState = require("src.battle.BattleState")
local ScriptRunner = require("src.script.ScriptRunner")
local BUILTIN_RULESETS = { local BUILTIN_RULESETS = {
gen1_faithful = require("src.battle.rulesets.gen1_faithful"), gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
modern_clean = require("src.battle.rulesets.modern_clean"), modern_clean = require("src.battle.rulesets.modern_clean"),
@@ -158,7 +159,9 @@ function BattleCheckpoint.validate(game, checkpoint)
end end
local expectedOrigin = model.kind == "wild" and "wild_encounter" local expectedOrigin = model.kind == "wild" and "wild_encounter"
or model.kind == "trainer" and "trainer_encounter" or nil or model.kind == "trainer" and "trainer_encounter" or nil
if not expectedOrigin or model.origin.kind ~= expectedOrigin local scripted = model.origin.kind == "script_battle"
if not expectedOrigin
or (model.origin.kind ~= expectedOrigin and not scripted)
or model.origin.map ~= checkpoint.runtime.overworld.map then or model.origin.map ~= checkpoint.runtime.overworld.map then
return nil, "battle_origin_unsupported", return nil, "battle_origin_unsupported",
"Battle continuation data is unsupported or inconsistent." "Battle continuation data is unsupported or inconsistent."
@@ -167,7 +170,27 @@ function BattleCheckpoint.validate(game, checkpoint)
or type(rulesets(game)[model.rulesetId]) ~= "table" then or type(rulesets(game)[model.rulesetId]) ~= "table" then
return nil, "invalid_content", "Battle ruleset is unavailable." return nil, "invalid_content", "Battle ruleset is unavailable."
end end
if model.kind == "trainer" and (type(model.origin.npcId) ~= "string" if scripted then
local origin = model.origin
local row = type(origin.script) == "table" and origin.script[origin.pc]
local allowed = { start_battle = true, static_battle = true, rival_battle = true }
if type(origin.pc) ~= "number" or origin.pc % 1 ~= 0
or type(row) ~= "table" or row[1] ~= origin.command
or not allowed[origin.command] or origin.battleKind ~= model.kind
or (model.kind == "trainer" and (origin.trainerClass ~= model.oppClass
or origin.partyIndex ~= (model.partyIndex or 1)))
or (model.kind == "wild" and (origin.wildSpecies ~= model.enemyMon.species
or origin.wildLevel ~= model.enemyMon.level))
or (origin.npcId ~= nil and type(origin.npcId) ~= "string") then
return nil, "battle_origin_unsupported",
"Script battle continuation data is incomplete or inconsistent."
end
local problems = ScriptRunner.validate(origin.script)
if #problems > 0 then
return nil, "battle_origin_unsupported",
"Script battle continuation commands are unavailable."
end
elseif model.kind == "trainer" and (type(model.origin.npcId) ~= "string"
or model.origin.trainerClass ~= model.oppClass or model.origin.trainerClass ~= model.oppClass
or model.origin.partyIndex ~= (model.partyIndex or 1)) then or model.origin.partyIndex ~= (model.partyIndex or 1)) then
return nil, "battle_origin_unsupported", return nil, "battle_origin_unsupported",
@@ -311,6 +334,12 @@ function BattleCheckpoint.restore(game, checkpoint, copy)
battle.player.mon.hp, battle.player.mon.status battle.player.mon.hp, battle.player.mon.status
battle.enemy.shownHP, battle.enemy.shownStatus = battle.enemy.shownHP, battle.enemy.shownStatus =
battle.enemy.mon.hp, battle.enemy.mon.status battle.enemy.mon.hp, battle.enemy.mon.status
-- the bar's own pixel length is derived HUD state, not captured: it
-- settles with shownHP above (UpdateHPBar_AnimateHPBar's end position)
local Timing = require("src.core.Timing")
for _, b in ipairs({ battle.player, battle.enemy }) do
b.shownPx = Timing.hpBarPixels(b.mon.hp, math.max(1, b.mon.stats.hp))
end
local ow = game.overworld local ow = game.overworld
if not ow or type(ow.restoreBattleContinuation) ~= "function" if not ow or type(ow.restoreBattleContinuation) ~= "function"
+147 -65
View File
@@ -7,6 +7,7 @@ local Version = require("src.core.Version")
local BattleState = require("src.battle.BattleState") local BattleState = require("src.battle.BattleState")
local BattleCheckpoint = require("src.core.BattleCheckpoint") local BattleCheckpoint = require("src.core.BattleCheckpoint")
local ModRuntime = require("src.mods.Runtime") local ModRuntime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Checkpoint = {} local Checkpoint = {}
@@ -36,61 +37,9 @@ local function scriptsBusy(ow)
or nonempty(ow.scriptMoves) or nonempty(ow.scriptMoves)
end end
local BATTLE_BUSY_FIELDS = { local function inspectBattle(game, battle)
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI", local allowed, reason, message = BattleSafety.inspect(game, battle)
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn", if not allowed then return refusal("battle", reason, message) end
"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
}
local function inspectBattle(ow, battle)
if battle.kind == "link" then
return refusal("battle", "link_battle_unsupported",
"Network battles cannot be checkpointed.")
end
if battle.safari or battle.ghost or battle.scopeReveal or battle.demo
or battle.noCatch then
return refusal("battle", "battle_variant_unsupported",
"This battle variant does not have a checkpoint contract.")
end
if battle.kind ~= "wild" and battle.kind ~= "trainer" then
return refusal("battle", "battle_variant_unsupported",
"This battle kind does not have a checkpoint contract.")
end
local origin = battle.checkpointOrigin
local expectedOrigin = battle.kind == "wild" and "wild_encounter"
or "trainer_encounter"
if type(origin) ~= "table" or origin.kind ~= expectedOrigin then
return refusal("battle", "battle_origin_unsupported",
"The battle completion path cannot be reconstructed safely.")
end
if scriptsBusy(ow) then
return refusal("battle", "script_busy",
"A suspended or queued script cannot be checkpointed.")
end
if battle.phase ~= "menu" or nonempty(battle.queue) then
return refusal("battle", "battle_phase_busy",
"Wait for the player command menu before creating a checkpoint.")
end
for _, field in ipairs(BATTLE_BUSY_FIELDS) do
if battle[field] ~= nil and battle[field] ~= false then
return refusal("battle", "battle_phase_busy",
"Wait for the current battle action to finish.")
end
end
if not battle.player or not battle.enemy or battle.player.mon.hp <= 0
or (battle.menuLockedAction and battle:menuLockedAction(battle.player)) then
return refusal("battle", "battle_phase_busy",
"Wait for an ordinary player decision before creating a checkpoint.")
end
for _, battler in ipairs({ battle.player, battle.enemy }) do
if battler.shownHP ~= battler.mon.hp
or battler.shownStatus ~= battler.mon.status
or battler.drainFloor ~= nil or battler.drainHold ~= nil
or battler.faintQueued then
return refusal("battle", "battle_phase_busy",
"Wait for battle status and HP presentation to settle.")
end
end
return { canCapture = true, canRestore = true, kind = "battle" } return { canCapture = true, canRestore = true, kind = "battle" }
end end
@@ -109,7 +58,7 @@ function Checkpoint.inspect(game)
end end
local top = game.stack and game.stack.top and game.stack:top() local top = game.stack and game.stack.top and game.stack:top()
if getmetatable(top) == BattleState then if getmetatable(top) == BattleState then
return inspectBattle(ow, top) return inspectBattle(game, top)
end end
if top ~= ow then if top ~= ow then
return refusal("overworld", "screen_busy", return refusal("overworld", "screen_busy",
@@ -246,7 +195,7 @@ end
local FACINGS = { up = true, down = true, left = true, right = true } local FACINGS = { up = true, down = true, left = true, right = true }
local function validate(game, checkpoint) local function validate(game, checkpoint, expectedIdentity)
if type(checkpoint) ~= "table" then if type(checkpoint) ~= "table" then
return nil, "invalid_checkpoint", "Checkpoint root must be a table." return nil, "invalid_checkpoint", "Checkpoint root must be a table."
end end
@@ -264,13 +213,16 @@ local function validate(game, checkpoint)
end end
local identity = copy.identity local identity = copy.identity
local current = game and game.save local current = game and game.save
local currentId = current and current.meta and current.meta.playthroughId local currentId = expectedIdentity and expectedIdentity.playthroughId
or (current and current.meta and current.meta.playthroughId)
local currentVersion = expectedIdentity and expectedIdentity.gameVersion
or (current and current.version)
if type(identity) ~= "table" or type(identity.engineVersion) ~= "string" if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
or type(identity.gameVersion) ~= "string" or type(identity.gameVersion) ~= "string"
or type(identity.playthroughId) ~= "string" then or type(identity.playthroughId) ~= "string" then
return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt." return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
end end
if identity.gameVersion ~= current.version then if identity.gameVersion ~= currentVersion then
return nil, "wrong_game", "Checkpoint belongs to another game version." return nil, "wrong_game", "Checkpoint belongs to another game version."
end end
if identity.playthroughId ~= currentId then if identity.playthroughId ~= currentId then
@@ -361,6 +313,16 @@ local function equalData(a, b)
return okA and okB and encodedA == encodedB return okA and okB and encodedA == encodedB
end end
local function normalizeVerificationMetadata(actual, expected)
if type(actual) == "table" and type(actual.identity) == "table"
and type(expected) == "table" and type(expected.identity) == "table" then
-- RFC 0004 treats engineVersion as compatibility metadata, not runtime
-- state. A fresh recapture stamps the running engine, so normalize only
-- that metadata before differential verification.
actual.identity.engineVersion = expected.identity.engineVersion
end
end
local function firstDifference(a, b, path) local function firstDifference(a, b, path)
path = path or "$" path = path or "$"
if type(a) ~= type(b) then return path .. " (type)" end if type(a) ~= type(b) then return path .. " (type)" end
@@ -383,6 +345,49 @@ local function firstDifference(a, b, path)
return nil return nil
end end
local emitRestored
-- Persist the current verified checkpoint as the ordinary progress anchor only
-- when this playthrough has never had one. This is intentionally idempotent:
-- durable checkpoint tools can make a first session resumable without turning
-- every later checkpoint into a hidden normal SAVE. The live runtime must still
-- match the supplied checkpoint, and the ordinary save.write veto/lifecycle
-- remains authoritative through Game:writeSave().
function Checkpoint.ensureNormalSave(game, checkpoint, injectedFs)
local capability = Checkpoint.inspect(game)
if not capability.canCapture then
return false, capability.reason, capability.message
end
local validated, code, message = validate(game, checkpoint)
if not validated then return false, code, message end
local info, infoCode, infoMessage =
SaveData.selectedNormalSaveInfo(game.save, injectedFs)
if not info then return false, infoCode, infoMessage end
if info.exists then return true, "already_exists" end
local current, captureCode, captureMessage = Checkpoint.capture(game)
if not current then return false, captureCode, captureMessage end
if not equalData(current, validated) then
return false, "checkpoint_not_current",
"The active runtime changed after this checkpoint was captured."
end
if type(game.writeSave) ~= "function" then
return false, "save_unavailable",
"The active runtime cannot persist ordinary progress."
end
local ok, saved = pcall(game.writeSave, game)
if not ok or saved == false then
return false, "save_failed", "Could not create the first ordinary progress save."
end
local verified = SaveData.selectedNormalSaveInfo(game.save, injectedFs)
if type(verified) ~= "table" or not verified.exists then
return false, "save_verify_failed",
"The first ordinary progress save could not be verified."
end
return true
end
function Checkpoint.restore(game, checkpoint) function Checkpoint.restore(game, checkpoint)
local capability = Checkpoint.inspect(game) local capability = Checkpoint.inspect(game)
if not capability.canRestore then if not capability.canRestore then
@@ -399,13 +404,9 @@ function Checkpoint.restore(game, checkpoint)
if ok then if ok then
local restored, verifyCode = Checkpoint.capture(game) local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end if restored and validated.rng == nil then restored.rng = nil end
normalizeVerificationMetadata(restored, validated)
if restored and equalData(restored, validated) then if restored and equalData(restored, validated) then
if ModRuntime.wants("checkpoint.restored") then emitRestored(game, validated)
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = validated.kind,
})
end
return true return true
end end
err = restored and ("restored state differed at " err = restored and ("restored state differed at "
@@ -421,4 +422,85 @@ function Checkpoint.restore(game, checkpoint)
return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err) return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
end end
emitRestored = function(game, checkpoint)
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = checkpoint.kind,
})
end
end
local function isTitleSession(game)
local states = game and game.stack and game.stack.states
if type(states) ~= "table" then return false end
for _, state in ipairs(states) do
if type(state) == "table" and state.screenId == "TitleState" then return true end
end
return false
end
local function rebuildTitle(game, savedTitle, rng)
local save, err = dataCopy(savedTitle)
if not save then error("title rollback decode failed: " .. tostring(err), 0) end
game.save = save
if type(game.adoptSave) == "function" then game:adoptSave(save) end
restoreRng(rng)
if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
and type(game.makeTitleState) == "function") then
error("title recovery is unavailable", 0)
end
while game.stack:top() do game.stack:pop() end
game.stack:push(game:makeTitleState())
end
-- Reconstruct a validated persistent checkpoint from the title session. This
-- is intentionally separate from restore(): title has no live gameplay state
-- to capture for rollback. Validation happens before any mutation; a failed
-- reconstruction rebuilds a fresh usable title session instead of exposing a
-- half-installed overworld or battle.
function Checkpoint.resume(game, checkpoint)
if not isTitleSession(game) then
return false, "not_at_title",
"Checkpoint resume is available only from the title session."
end
local save = game and game.save
local playthroughId, identityCode, identityMessage =
SaveData.selectedPlaythroughId(save)
if type(playthroughId) ~= "string" or playthroughId == "" then
return false, identityCode, identityMessage
end
local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
local validated, code, message = validate(game, checkpoint, expected)
if not validated then return false, code, message end
local titleSave, titleErr = dataCopy(save)
if not titleSave then
return false, "title_recovery_unavailable",
"Could not preserve the title session: " .. tostring(titleErr)
end
local titleRng = captureRng()
local currentOptions = save.options
local ok, err = pcall(apply, game, validated, currentOptions)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
normalizeVerificationMetadata(restored, validated)
if restored and equalData(restored, validated) then
emitRestored(game, validated)
return true
end
err = restored and ("resumed state differed at "
.. tostring(firstDifference(validated, restored) or "canonical encoding"))
or ("resumed state could not be captured: " .. tostring(verifyCode))
end
local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
if not recovered then
return false, "title_recovery_failed",
"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
end
return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
end
return Checkpoint return Checkpoint
+13 -2
View File
@@ -203,7 +203,8 @@ function ChipAudio.playMusic(data, header, allowLoops)
cmdCh:push({ cmd = "play", gen = gen, header = header, cmdCh:push({ cmd = "play", gen = gen, header = header,
allowLoops = allowLoops, audio = slimAudio(data), allowLoops = allowLoops, audio = slimAudio(data),
channelVolumes = ChipSynth.getChannelVolumes(), channelVolumes = ChipSynth.getChannelVolumes(),
channelPitches = ChipSynth.getChannelPitches() }) channelPitches = ChipSynth.getChannelPitches(),
stereo = ChipSynth.getStereo() })
currentMusic = { source = source, gen = gen, threaded = true, currentMusic = { source = source, gen = gen, threaded = true,
started = false, finished = false } started = false, finished = false }
-- playback starts in update() once the first buffer arrives (~1 frame) -- playback starts in update() once the first buffer arrives (~1 frame)
@@ -214,7 +215,8 @@ local function pushChannelMix()
if workerReady and cmdCh then if workerReady and cmdCh then
cmdCh:push({ cmd = "channelMix", cmdCh:push({ cmd = "channelMix",
volumes = ChipSynth.getChannelVolumes(), volumes = ChipSynth.getChannelVolumes(),
pitches = ChipSynth.getChannelPitches() }) pitches = ChipSynth.getChannelPitches(),
stereo = ChipSynth.getStereo() })
end end
end end
@@ -352,6 +354,15 @@ function ChipAudio.shutdown()
workerReady = false workerReady = false
end end
function ChipAudio.setStereo(enabled)
ChipSynth.setStereo(enabled)
pushChannelMix()
end
function ChipAudio.getStereo()
return ChipSynth.getStereo()
end
-- Runtime mix for one hardware channel (1..4). Takes effect on the next -- Runtime mix for one hardware channel (1..4). Takes effect on the next
-- synthesized buffer (live music) and on any SFX/cry rendered after the call. -- synthesized buffer (live music) and on any SFX/cry rendered after the call.
function ChipAudio.setChannelVolume(hw, scale) function ChipAudio.setChannelVolume(hw, scale)
+30 -6
View File
@@ -29,6 +29,18 @@ ChipSynth.SAMPLE_RATE = SAMPLE_RATE
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
-- Gen 2 SOUND option (MONO/STEREO): gates Music_StereoPanning's per-song
-- panning byte (audio/engine.asm:1987 wOptions STEREO bit).
local stereoEnabled = false
function ChipSynth.setStereo(enabled)
stereoEnabled = not not enabled
end
function ChipSynth.getStereo()
return stereoEnabled
end
-- Runtime mix per hardware channel (1 pulse, 2 pulse, 3 wave, 4 noise). -- Runtime mix per hardware channel (1 pulse, 2 pulse, 3 wave, 4 noise).
-- Volume: 1 = authentic GB, 0 = mute. Pitch: 1 = authentic, 2 = +1 octave, -- Volume: 1 = authentic GB, 0 = mute. Pitch: 1 = authentic, 2 = +1 octave,
-- 0.5 = -1 octave. Applied at sample time so a live change reaches the next -- 0.5 = -1 octave. Applied at sample time so a live change reaches the next
@@ -760,11 +772,14 @@ function Channel:nextEventGen2()
-- no-op for the PCM renderer -- no-op for the PCM renderer
elseif command == 0xEE then -- unknownmusic0xee elseif command == 0xEE then -- unknownmusic0xee
self:word() self:word()
elseif command == 0xEF then -- stereo_panning (honor always; options.stereo) elseif command == 0xEF then
-- audio/engine.asm:1987 Music_StereoPanning: apply only when STEREO is on
local packed = self:byte() local packed = self:byte()
local mask = bit.lshift(1, self.hardware - 1) if stereoEnabled then
local default = bit.bor(bit.lshift(mask, 4), mask) local mask = bit.lshift(1, self.hardware - 1)
self.tracks = bit.band(packed, default) local default = bit.bor(bit.lshift(mask, 4), mask)
self.tracks = bit.band(packed, default)
end
elseif command == 0xF0 then -- sfx_toggle_noise elseif command == 0xF0 then -- sfx_toggle_noise
if self.noiseSampling then if self.noiseSampling then
self.noiseSampling = false self.noiseSampling = false
@@ -1215,8 +1230,17 @@ function Engine.new(data, header, options)
engine.tempo = header.tempo engine.tempo = header.tempo
engine.tempoLocked = true engine.tempoLocked = true
end end
for _, spec in ipairs(chip and chip.channels local channels = chip and chip.channels or headerChannels(banks, header)
or headerChannels(banks, header)) do if header.startChannels then
local byNumber = {}
for _, start in ipairs(header.startChannels) do
byNumber[start.number] = start.address
end
for _, spec in ipairs(channels) do
spec.address = byNumber[spec.number] or spec.address
end
end
for _, spec in ipairs(channels) do
local frameTicks = options.frameTicks local frameTicks = options.frameTicks
local hardware = (spec.number - 1) % 4 + 1 local hardware = (spec.number - 1) % 4 + 1
if hardware == 4 then if hardware == 4 then
+90
View File
@@ -0,0 +1,90 @@
-- Shared local date/time presentation for engine UI and mods. Preferences
-- live in options.lua, never checkpoint progress. "device" uses the process
-- time locale when the platform supplies one and otherwise falls back to the
-- deterministic DD-MM-YYYY / 24-hour convention.
local DateTime = {}
local DATE_FORMATS = {
dmy = "%d-%m-%Y",
mdy = "%m-%d-%Y",
ymd = "%Y-%m-%d",
}
local TIME_FORMATS = {
["24h"] = "%H:%M",
["12h"] = "%I:%M %p",
}
local function validTimestamp(value)
return type(value) == "number" and value == value and value >= 0
and value ~= math.huge and value ~= -math.huge
end
local function render(timestamp, pattern)
local ok, value = pcall(os.date, pattern, math.floor(timestamp))
if not ok or type(value) ~= "string" or value == "" then return nil end
return value
end
local function currentLocale()
if not os.setlocale then return nil end
local ok, value = pcall(os.setlocale, nil, "time")
if not ok or type(value) ~= "string" then return nil end
return value
end
local function deviceAvailable(localeName)
return type(localeName) == "string" and localeName ~= ""
and localeName ~= "C" and localeName ~= "POSIX"
end
function DateTime.formatWithLocale(timestamp, datePreference, timePreference, localeName)
if not validTimestamp(timestamp) then return { date = "----", time = "----" } end
local datePattern = DATE_FORMATS[datePreference]
local timePattern = TIME_FORMATS[timePreference]
if not datePattern then
datePattern = deviceAvailable(localeName) and "%x" or DATE_FORMATS.dmy
end
if not timePattern then
if deviceAvailable(localeName) then
local sample = render(timestamp, "%X") or ""
local marker = render(timestamp, "%p") or ""
timePattern = marker ~= "" and sample:find(marker, 1, true)
and TIME_FORMATS["12h"] or TIME_FORMATS["24h"]
else
timePattern = TIME_FORMATS["24h"]
end
end
return {
date = render(timestamp, datePattern) or "----",
time = render(timestamp, timePattern) or "----",
}
end
local function preferences(game)
local options = game and game.save and game.save.options
options = type(options) == "table" and options or {}
return options.dateFormat or "device", options.timeFormat or "device"
end
function DateTime.date(game, timestamp)
local datePreference, timePreference = preferences(game)
return DateTime.formatWithLocale(timestamp, datePreference, timePreference,
currentLocale()).date
end
function DateTime.time(game, timestamp)
local datePreference, timePreference = preferences(game)
return DateTime.formatWithLocale(timestamp, datePreference, timePreference,
currentLocale()).time
end
function DateTime.dateTime(game, timestamp)
local datePreference, timePreference = preferences(game)
local value = DateTime.formatWithLocale(timestamp, datePreference, timePreference,
currentLocale())
if value.date == "----" or value.time == "----" then return "----" end
return value.date .. " " .. value.time
end
return DateTime
+19 -6
View File
@@ -159,14 +159,15 @@ function Game:makeTitleState()
self:applyOptions(self.save.options) self:applyOptions(self.save.options)
self.stack:push(OverworldState, self.save.player.map, self.stack:push(OverworldState, self.save.player.map,
self.save.player.x, self.save.player.y, self.save.player.x, self.save.player.y,
self.save.player.facing) self.save.player.facing,
{ via = "boot", freshBoot = true })
Screens.push(self, bootScreens(self).newGame or "OakSpeech", Screens.push(self, bootScreens(self).newGame or "OakSpeech",
function() end) function() end)
end, end,
onContinue = function() onContinue = function()
local loaded, recovered = SaveData.load() local loaded, recovered = SaveData.load()
if loaded then if loaded then
self:restoreSave(loaded, recovered) self:restoreSave(loaded, recovered, { freshBoot = true })
end end
end, end,
}) })
@@ -639,7 +640,12 @@ function Game:keypressed(key)
return return
elseif key == "f2" then elseif key == "f2" then
local loaded, recovered = SaveData.load() local loaded, recovered = SaveData.load()
if loaded then self:restoreSave(loaded, recovered) end if loaded then
-- F2 jumps straight to the loaded save's map/position, with no
-- walking transition -- a hard state teleport like Continue, not a
-- smooth warp -- whether pressed at the title screen or mid-session.
self:restoreSave(loaded, recovered, { freshBoot = true })
end
return return
elseif key == "-" then elseif key == "-" then
self:zoomStep(-1) self:zoomStep(-1)
@@ -1124,7 +1130,7 @@ function Game:applyOptions(opts)
if gbcCleared then self:writeOptions() end if gbcCleared then self:writeOptions() end
end end
function Game:restoreSave(loaded, recovered) function Game:restoreSave(loaded, recovered, opts)
if ModRuntime.wants("save.loading") then if ModRuntime.wants("save.loading") then
ModRuntime.emit("save.loading", { raw = loaded }) ModRuntime.emit("save.loading", { raw = loaded })
end end
@@ -1157,8 +1163,12 @@ function Game:restoreSave(loaded, recovered)
end end
-- rebuild the state stack from the save -- rebuild the state stack from the save
while self.stack:top() do self.stack:pop() end while self.stack:top() do self.stack:pop() end
-- freshBoot threads through from the caller (onContinue and F2 both set
-- it); a future caller that doesn't ask for it keeps the ordinary
-- crossfade by default.
self.stack:push(self.overworld, loaded.player.map, self.stack:push(self.overworld, loaded.player.map,
loaded.player.x, loaded.player.y, loaded.player.facing) loaded.player.x, loaded.player.y, loaded.player.facing,
{ via = "boot", freshBoot = opts and opts.freshBoot })
self.saveReport = report self.saveReport = report
if not SaveData.emptyReport(report) then if not SaveData.emptyReport(report) then
-- the report screen is a Screens id so mods (or the ui milestone) own -- the report screen is a Screens id so mods (or the ui milestone) own
@@ -1187,9 +1197,12 @@ function Game:restoreCheckpointSave(loaded)
self.save = loaded self.save = loaded
self:adoptSave(loaded) self:adoptSave(loaded)
while self.stack:top() do self.stack:pop() end while self.stack:top() do self.stack:pop() end
-- freshBoot unconditionally: Checkpoint.resume (src/core/Checkpoint.lua)
-- is this method's only caller, and it is itself gated to the title
-- session (isTitleSession).
self.stack:push(self.overworld, loaded.player.map, self.stack:push(self.overworld, loaded.player.map,
loaded.player.x, loaded.player.y, loaded.player.facing, loaded.player.x, loaded.player.y, loaded.player.facing,
{ via = "checkpoint", checkpoint = true }) { via = "checkpoint", checkpoint = true, freshBoot = true })
end end
-- Install a reconstructed battle without calling BattleState:enter(), whose -- Install a reconstructed battle without calling BattleState:enter(), whose
+74 -54
View File
@@ -73,7 +73,7 @@ end
-- --
-- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad -- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad
-- (the FixedStep callback in Game2:load), so none of it goes through -- (the FixedStep callback in Game2:load), so none of it goes through
-- src/render/Renderer.lua or src/core/Game.lua. That explains why the six -- src/render/Renderer.lua or src/core/Game.lua. That explains why the eight
-- hooks below never used to fire here; it is not a reason they should not. A -- hooks below never used to fire here; it is not a reason they should not. A
-- hook is a contract about a MOMENT in the frame, and Gold has every one of -- hook is a contract about a MOMENT in the frame, and Gold has every one of
-- these moments -- so each is raised under the Gen 1 NAME with the Gen 1 -- these moments -- so each is raised under the Gen 1 NAME with the Gen 1
@@ -83,6 +83,7 @@ end
-- input.pointer uncaptured pointer events (src/core/Game.lua:887) -- input.pointer uncaptured pointer events (src/core/Game.lua:887)
-- render.zones the palette pass, pre-blit (src/core/Game.lua:505) -- render.zones the palette pass, pre-blit (src/core/Game.lua:505)
-- render.compose the whole-window composite (Renderer.lua:759) -- render.compose the whole-window composite (Renderer.lua:759)
-- render.output* the normal composed frame (Renderer.lua:1063)
-- render.letterbox the void around the 160x144 blit (Renderer.lua:840) -- render.letterbox the void around the 160x144 blit (Renderer.lua:840)
-- render.hud screen-space UI over the frame (src/core/Game.lua:521) -- render.hud screen-space UI over the frame (src/core/Game.lua:521)
-- --
@@ -109,6 +110,12 @@ local function makeStack()
return StateStack return StateStack
end end
local function visibleBaseState(stack)
if not stack then return nil end
local state = stack.states[stack:visibleBase()]
return stack:renderVisible(state) and state or nil
end
local function loadGenerated(path) local function loadGenerated(path)
local chunk = love.filesystem.load(path) local chunk = love.filesystem.load(path)
if not chunk then return nil end if not chunk then return nil end
@@ -140,7 +147,7 @@ Game2.anchorNewGameClock = anchorNewGameClock
function Game2.new() function Game2.new()
local self = setmetatable({ local self = setmetatable({
speedOverride = 1, speedOverride = nil,
capturePath = nil, capturePath = nil,
world = nil, world = nil,
status = nil, status = nil,
@@ -683,10 +690,26 @@ function Game2:usePartyItem(itemId)
self:say(result.text) self:say(result.text)
return return
end end
self:consumeItem(itemId) if action == "stone" then
if action == "candy" then local party = (self.save and self.save.party) or {}
local index
for i, member in ipairs(party) do
if member == mon then index = i break end
end
Screens.push(self, "Gen2EvolutionAnim", {
mon = mon, entry = result.evolution, index = index,
party = party, save = self.save,
force = true,
onDone = function(evolution)
if evolution and evolution.evolved then self:consumeItem(itemId) end
self.stack:pop()
end,
})
elseif action == "candy" then
self:consumeItem(itemId)
self:say(result.text, function() self:afterRareCandy(mon, result) end) self:say(result.text, function() self:afterRareCandy(mon, result) end)
else else
self:consumeItem(itemId)
self:say(result.text) self:say(result.text)
end end
end end
@@ -975,27 +998,9 @@ function Game2:load()
local Pipelines = require("src.render.Pipelines") local Pipelines = require("src.render.Pipelines")
Pipelines.install(self.data) Pipelines.install(self.data)
Pipelines.applyOptions(self.options) Pipelines.applyOptions(self.options)
-- Gold composites the WHOLE-FRAME half of a pipeline (`present`) and not the -- Both halves run on Gold now: `present` folds over the composite in
-- world half: its overworld draws straight to the window rather than into a -- Game2:draw, `drawWorld` owns the world pass in World:drawPipeline. So a
-- canvas the way src/world/OverworldController.lua:4827 hands one to -- restored world level stays switched on, as it does for Gen 1.
-- Pipelines.drawWorld, so there is nothing here for drawWorld to replace yet.
-- A restored level for a world-only pipeline is retired rather than left
-- switched on, because on Gold it would render nothing AND hold TILT off
-- (Pipelines.setLevel's tilt exclusion). The stored level in
-- options.pipelines is left untouched, so the mode comes back the day Gold
-- grows a world canvas; Tilt is re-applied from the option the exclusion just
-- cleared.
local retired = false
for _, entry in ipairs(Pipelines.list()) do
if entry.def.drawWorld and not entry.def.present
and Pipelines.level(entry.id) > 0 then
Pipelines.setLevel(entry.id, 0)
retired = true
end
end
if retired then
require("src.render.Tilt").applyOptions(self.options)
end
-- After the merge, so a font override and a translation mod's catalog -- After the merge, so a font override and a translation mod's catalog
-- (#501) are both in Data before the first screen draws a glyph. Gen 1 -- (#501) are both in Data before the first screen draws a glyph. Gen 1
@@ -1112,19 +1117,20 @@ function Game2:update(dt)
-- reason and at the same place Gen 1 ticks them (src/core/Game.lua:265): -- reason and at the same place Gen 1 ticks them (src/core/Game.lua:265):
-- they are presentational, so fast-forward must not speed them up. -- they are presentational, so fast-forward must not speed them up.
require("src.render.Pipelines").update(dt) require("src.render.Pipelines").update(dt)
if self.phase == "boot" then
FixedStep.maxAccum = 0.25
FixedStep:update(dt)
return
end
if not self.world or not self.world.map then return end
-- GAME SPEED scales the logic clock only, exactly as the Gen 1 path does: -- GAME SPEED scales the logic clock only, exactly as the Gen 1 path does:
-- audio runs off its own real-time accumulator, so music and sfx keep their -- audio runs off its own real-time accumulator, so music and sfx keep their
-- tempo at every multiplier. speedOverride is the driver/CLI hook and wins -- tempo at every multiplier. speedOverride is the driver/CLI hook and wins
-- over the saved option. -- over the saved option.
-- pokegold engine/menus/intro_menu.asm:848 IntroSequence: boot cinema runs on the same clock as the overworld
local speed = math.max(1, local speed = math.max(1,
tonumber(self.speedOverride) or tonumber(self.options and self.options.speed) tonumber(self.speedOverride) or tonumber(self.options and self.options.speed)
or 1) or 1)
if self.phase == "boot" then
FixedStep.maxAccum = math.max(0.25, speed / 60 + 0.05)
FixedStep:update(dt * speed)
return
end
if not self.world or not self.world.map then return end
FixedStep.maxAccum = math.max(0.25, speed / 60 + 0.05) FixedStep.maxAccum = math.max(0.25, speed / 60 + 0.05)
FixedStep:update(dt * speed) FixedStep:update(dt * speed)
end end
@@ -1377,12 +1383,14 @@ function Game2:draw()
local zoned = type(zones) == "table" and zones[1] ~= nil local zoned = type(zones) == "table" and zones[1] ~= nil
-- A present canvas is paid for only when something reads it: the zone pass, -- A present canvas is paid for only when something reads it: the zone pass,
-- GBC FX, a mod post-process, or a render.compose subscriber about to be -- GBC FX, a mod post-process, render.compose, or an enabled render.output
-- handed the finished frame. With none of them the frame draws straight to -- subscriber. With none of them the frame draws straight to the screen
-- the screen exactly as it always did. -- exactly as it always did.
local composing = ModRuntime.wantsHook("render.compose") local composing = ModRuntime.wantsHook("render.compose")
local hasOutputHook = ModRuntime.wantsHook("render.output")
and ModRuntime.call("render.output_enabled", function() return false end) == true
local scene = nil local scene = nil
if zoned or fx or composing or Pipelines.wantsPresent() then if zoned or fx or composing or Pipelines.wantsPresent() or hasOutputHook then
scene = self:presentCanvas(1, w, h) scene = self:presentCanvas(1, w, h)
end end
if not scene then if not scene then
@@ -1414,7 +1422,7 @@ function Game2:draw()
-- untinted one. On its own the tint rides the final blit and no second -- untinted one. On its own the tint rides the final blit and no second
-- canvas is paid for. -- canvas is paid for.
local source = scene local source = scene
local reread = fx or Pipelines.wantsPresent() local reread = fx or Pipelines.wantsPresent() or hasOutputHook
if zoned and reread then if zoned and reread then
local tinted = self:presentCanvas(2, w, h) local tinted = self:presentCanvas(2, w, h)
if tinted then if tinted then
@@ -1434,15 +1442,25 @@ function Game2:draw()
-- Post-process pipelines run over the finished composite and before GBC -- Post-process pipelines run over the finished composite and before GBC
-- FX. Each hands back a canvas; with none registered this returns `source` -- FX. Each hands back a canvas; with none registered this returns `source`
-- unchanged and the frame is byte-identical (Renderer.lua:1058). -- unchanged and the frame is byte-identical (Renderer.lua:1058).
local scale, _, _, dpi = self:frameFit(w, h) local scale, ox, oy, dpi = self:frameFit(w, h)
source = Pipelines.present(source, { width = w, height = h, scale = scale, source = Pipelines.present(source, { width = w, height = h, scale = scale,
dpi = dpi, dpiX = dpi, dpiY = dpi }) or source dpi = dpi, dpiX = dpi, dpiY = dpi }) or source
if fx then local outputHandled = hasOutputHook
GBCFX.present(source, self:pixelScale(w, h)) and ModRuntime.call("render.output", function() return false end, {
else canvas = source, width = w, height = h,
G.setColor(1, 1, 1, 1) gameX = ox, gameY = oy,
G.draw(source, 0, 0) gameWidth = 160 * scale, gameHeight = 144 * scale,
G.setShader() scale = scale, dpiX = dpi, dpiY = dpi,
generation = 2,
}) == true
if not outputHandled then
if fx then
GBCFX.present(source, self:pixelScale(w, h))
else
G.setColor(1, 1, 1, 1)
G.draw(source, 0, 0)
G.setShader()
end
end end
end end
G.pop() G.pop()
@@ -1458,8 +1476,7 @@ end
-- them but the Pokegear, whose paper is RGB 28,31,20. Nil means white, which -- them but the Pokegear, whose paper is RGB 28,31,20. Nil means white, which
-- is what Font.drawBox does by default. -- is what Font.drawBox does by default.
function Game2:textboxPaper() function Game2:textboxPaper()
local base = self.stack and self.stack.states local base = visibleBaseState(self.stack)
and self.stack.states[self.stack:visibleBase()]
if base and base.paperColor then return base:paperColor() end if base and base.paperColor then return base:paperColor() end
return nil return nil
end end
@@ -1472,10 +1489,11 @@ function Game2:drawScene(w, h)
if self:inFillBoot() then if self:inFillBoot() then
local top = self.stack:top() local top = self.stack:top()
local base = self.stack.states[self.stack:visibleBase()] local base = visibleBaseState(self.stack)
-- Title (and friends) paint sky/clouds edge-to-edge; Oak speech and -- Title (and friends) paint sky/clouds edge-to-edge; Oak speech and
-- name pick paint a paper-white surround via drawWidescreen. -- name pick paint a paper-white surround via drawWidescreen.
local wide = (top and top.drawsWidescreen and top:drawsWidescreen() local wide = (self.stack:renderVisible(top)
and top.drawsWidescreen and top:drawsWidescreen()
and top.drawWidescreen) and top and top.drawWidescreen) and top
or (base and base.drawsWidescreen and base:drawsWidescreen() or (base and base.drawsWidescreen and base:drawsWidescreen()
and base.drawWidescreen and base) and base.drawWidescreen and base)
@@ -1524,8 +1542,9 @@ function Game2:drawScene(w, h)
-- PARTY, PACK, #DEX, PC, DAY-CARE, MAILBOX and TRADE screens whenever a -- PARTY, PACK, #DEX, PC, DAY-CARE, MAILBOX and TRADE screens whenever a
-- TextBox goes up over them. -- TextBox goes up over them.
local top = self.stack:top() local top = self.stack:top()
local base = self.stack.states[self.stack:visibleBase()] local base = visibleBaseState(self.stack)
local wide = (top and top.drawsWidescreen and top:drawsWidescreen() local wide = (self.stack:renderVisible(top)
and top.drawsWidescreen and top:drawsWidescreen()
and top.drawWidescreen) and top and top.drawWidescreen) and top
or (base and base.drawsWidescreen and base:drawsWidescreen() or (base and base.drawsWidescreen and base:drawsWidescreen()
and base.drawWidescreen and base) and base.drawWidescreen and base)
@@ -1921,11 +1940,12 @@ function Game2:applyOptions()
-- the mod pipeline ladder rides options.pipelines and restores with the rest -- the mod pipeline ladder rides options.pipelines and restores with the rest
-- of the display block, as it does in src/core/Game.lua:1041 -- of the display block, as it does in src/core/Game.lua:1041
require("src.render.Pipelines").applyOptions(options) require("src.render.Pipelines").applyOptions(options)
-- options.touchControls (the launcher editor's per-orientation layouts) and -- src/core/Game.lua:1121 mirrors this call for Gen 1
-- options.haptics, the same two keys Gen 1 hands over here Input:applyBindings(options.bindings)
-- (src/core/Game.lua:1073). One options.lua serves both games, so the pad a TouchControls:applyOptions({
-- player laid out for Red is already the pad Gold draws. touchControls = options.touchControls,
TouchControls:applyOptions(options) haptics = options.haptics,
})
local GBCFX = require("src.render.GBCFX") local GBCFX = require("src.render.GBCFX")
if GBCFX.applyOptions(options) and self.save then if GBCFX.applyOptions(options) and self.save then
-- applyOptions returns true when it had to clear an unsupported level. -- applyOptions returns true when it had to clear an unsupported level.
+41
View File
@@ -0,0 +1,41 @@
-- Optional native-host display lifecycle.
--
-- The engine always owns simulation and drawing. A packaged host may install
-- one backend to observe per-frame updates and prepare/finalize a render target
-- around an otherwise unchanged draw. With no backend installed every method
-- is a no-op, which is the normal desktop and mobile path.
--
-- Backend methods are optional:
-- backend:update(dt)
-- backend:beginFrame(kind, subject)
-- backend:endFrame(kind, subject)
--
-- `kind` is "editor", "touch_editor", "launcher", or "game". `subject` is
-- the object whose existing draw method runs between beginFrame and endFrame.
local HostDisplay = {}
local backend
function HostDisplay.setBackend(value)
if value ~= nil and type(value) ~= "table" then
error("host display backend must be a table or nil", 2)
end
backend = value
end
function HostDisplay.update(dt)
local fn = backend and backend.update
if fn then return fn(backend, dt) end
end
function HostDisplay.beginFrame(kind, subject)
local fn = backend and backend.beginFrame
if fn then return fn(backend, kind, subject) end
end
function HostDisplay.endFrame(kind, subject)
local fn = backend and backend.endFrame
if fn then return fn(backend, kind, subject) end
end
return HostDisplay
+34
View File
@@ -119,6 +119,34 @@ function Input:reset()
self.stickAxis = { x = 0, y = 0 } self.stickAxis = { x = 0, y = 0 }
self.stickDir = nil self.stickDir = nil
self.hatDirs = {} self.hatDirs = {}
self.captureArmed = false
self.captureEvents = nil
end
function Input:armCapture()
self.captureArmed = true
self.captureEvents = {}
end
function Input:disarmCapture()
self.captureArmed = false
self.captureEvents = nil
end
function Input:takeCaptureEvents()
local ev = self.captureEvents
self.captureEvents = self.captureArmed and {} or nil
return ev
end
local function noteCapture(self, kind, phase, value)
if not self.captureArmed then return end
local ev = self.captureEvents
if not ev then
ev = {}
self.captureEvents = ev
end
ev[#ev + 1] = { kind = kind, phase = phase, value = value }
end end
-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the -- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
@@ -154,6 +182,7 @@ local function release(self, btn, source)
end end
function Input:keypressed(key) function Input:keypressed(key)
noteCapture(self, "key", "pressed", key)
local btn = self.keyBindings[key] local btn = self.keyBindings[key]
if btn then if btn then
press(self, btn, "key:" .. key) press(self, btn, "key:" .. key)
@@ -161,6 +190,7 @@ function Input:keypressed(key)
end end
function Input:keyreleased(key) function Input:keyreleased(key)
noteCapture(self, "key", "released", key)
local btn = self.keyBindings[key] local btn = self.keyBindings[key]
if btn then if btn then
release(self, btn, "key:" .. key) release(self, btn, "key:" .. key)
@@ -221,6 +251,7 @@ function Input:sourceRelease(btn, source)
end end
function Input:gamepadpressed(joystick, button) function Input:gamepadpressed(joystick, button)
noteCapture(self, "pad", "pressed", button)
local btn = self.padBindings[button] local btn = self.padBindings[button]
if btn then if btn then
press(self, btn, "pad:" .. button) press(self, btn, "pad:" .. button)
@@ -228,6 +259,7 @@ function Input:gamepadpressed(joystick, button)
end end
function Input:gamepadreleased(joystick, button) function Input:gamepadreleased(joystick, button)
noteCapture(self, "pad", "released", button)
local btn = self.padBindings[button] local btn = self.padBindings[button]
if btn then if btn then
release(self, btn, "pad:" .. button) release(self, btn, "pad:" .. button)
@@ -249,12 +281,14 @@ end
function Input:joystickpressed(joystick, button) function Input:joystickpressed(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end if GamepadMap.ignoreRawForJoystick(joystick) then return end
noteCapture(self, "joy", "pressed", button)
local btn = self.joyBindings[button] local btn = self.joyBindings[button]
if btn then press(self, btn, "joy:" .. button) end if btn then press(self, btn, "joy:" .. button) end
end end
function Input:joystickreleased(joystick, button) function Input:joystickreleased(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end if GamepadMap.ignoreRawForJoystick(joystick) then return end
noteCapture(self, "joy", "released", button)
local btn = self.joyBindings[button] local btn = self.joyBindings[button]
if btn then release(self, btn, "joy:" .. button) end if btn then release(self, btn, "joy:" .. button) end
end end
+19 -2
View File
@@ -64,6 +64,7 @@ state = {
fanfareResume = false, -- start/resume state.source when the fanfare ends fanfareResume = false, -- start/resume state.source when the fanfare ends
fade = nil, -- active volume-ramp fade-out (see Music.fadeOut) fade = nil, -- active volume-ramp fade-out (see Music.fadeOut)
tempo = nil, -- alternate-tempo override in force for `current` tempo = nil, -- alternate-tempo override in force for `current`
start = nil,
failed = {}, -- labels whose def could not be started; logged once failed = {}, -- labels whose def could not be started; logged once
} }
@@ -215,9 +216,11 @@ function Music.play(data, song, loop, ctx)
song = selectSong(song, ctx) song = selectSong(song, ctx)
local tempo = ctx and ctx.tempo or nil local tempo = ctx and ctx.tempo or nil
local start = ctx and ctx.start or nil
-- a hook may silence the cue outright, or swap in a label the dedupe -- a hook may silence the cue outright, or swap in a label the dedupe
-- below has to compare against -- below has to compare against
if not song or (song == state.current and tempo == state.tempo) then return end if not song or (song == state.current and tempo == state.tempo
and start == state.start) then return end
local def = songDef(data, song) local def = songDef(data, song)
if not def or state.failed[song] then return end if not def or state.failed[song] then return end
@@ -240,6 +243,17 @@ function Music.play(data, song, loop, ctx)
slowed.tempo = tempo slowed.tempo = tempo
def = slowed def = slowed
end end
if start == "rival" and song == "Music_MeetRival"
and def.bank == 2 and def.address == 17050 then
local started = {}
for key, value in pairs(def) do started[key] = value end
started.startChannels = {
{ number = 1, address = 0x71a2 },
{ number = 2, address = 0x721d },
{ number = 3, address = 0x72b5 },
}
def = started
end
local wantLoop = loop ~= false local wantLoop = loop ~= false
local src, loopSrc, isChip, err = startSong(data, def, wantLoop) local src, loopSrc, isChip, err = startSong(data, def, wantLoop)
if not src then if not src then
@@ -276,6 +290,7 @@ function Music.play(data, song, loop, ctx)
state.source, state.loopSource, state.chip = src, loopSrc, isChip state.source, state.loopSource, state.chip = src, loopSrc, isChip
state.current = song state.current = song
state.tempo = tempo state.tempo = tempo
state.start = start
if Runtime.wants("music.started") then if Runtime.wants("music.started") then
Runtime.emit("music.started", { Runtime.emit("music.started", {
song = song, previous = previous, chip = isChip, song = song, previous = previous, chip = isChip,
@@ -290,7 +305,7 @@ function Music.stop()
stopSource(state.loopSource) stopSource(state.loopSource)
require("src.core.ChipAudio").stopMusic() require("src.core.ChipAudio").stopMusic()
state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil
state.tempo = nil state.tempo, state.start = nil, nil
state.chip = false state.chip = false
state.pendingRestore = nil state.pendingRestore = nil
if previous and Runtime.wants("music.stopped") then if previous and Runtime.wants("music.stopped") then
@@ -460,6 +475,8 @@ end
function Music.applyOptions(opts) function Music.applyOptions(opts)
Music.setVolumeLevel(opts and opts.musicVol or 7) Music.setVolumeLevel(opts and opts.musicVol or 7)
Music.setFilterLevel(opts and opts.musicFilter or 0) Music.setFilterLevel(opts and opts.musicFilter or 0)
-- engine/menus/options_menu.asm SOUND row (wOptions STEREO bit)
require("src.core.ChipAudio").setStereo(opts and opts.sound == "STEREO")
end end
local function sourceStopped(src) local function sourceStopped(src)
+8
View File
@@ -33,6 +33,14 @@ return function(data, label, fallback, ...)
local args = { ... } local args = { ... }
if #args == 0 then return text end if #args == 0 then return text end
if #args == 1 and type(args[1]) == "table" then
local values = args[1]
return (text:gsub("%b{}", function(token)
local value = values[token] or values[token:sub(2, -2)]
return value == nil and token or tostring(value)
end))
end
local slots, named = 0, 0 local slots, named = 0, 0
for token in text:gmatch("%b{}") do for token in text:gmatch("%b{}") do
slots = slots + 1 slots = slots + 1
+181 -19
View File
@@ -304,6 +304,10 @@ function SaveData.defaultOptions()
-- options.lua written before this key keeps its exact meaning. Read and -- options.lua written before this key keeps its exact meaning. Read and
-- written through SaveData.modEnabled / SaveData.setModEnabled. -- written through SaveData.modEnabled / SaveData.setModEnabled.
modsByVersion = {}, modsByVersion = {},
-- Set after the first per-game enablement migration. Older options files
-- have only `mods`, so the migration copies each installed mod's current
-- answer to every game before game-specific toggles begin changing it.
modsByVersionMigrated = false,
-- Named setups the player can switch between (#593; src/mods/ModProfile.lua -- Named setups the player can switch between (#593; src/mods/ModProfile.lua
-- owns the shape, src/mods/ManagerState.lua the UI): each row is -- owns the shape, src/mods/ManagerState.lua the UI): each row is
-- { name, enabled = {id=bool}, options = {id={k=v}}, slots = {version=slotId} }. -- { name, enabled = {id=bool}, options = {id={k=v}}, slots = {version=slotId} }.
@@ -335,12 +339,18 @@ function SaveData.defaultOptions()
-- TouchControls.normalizeConfig folds it into both orientations on load. -- TouchControls.normalizeConfig folds it into both orientations on load.
touchControls = { enabled = true }, touchControls = { enabled = true },
-- Haptic feedback level for on-screen pad presses (#806): -- Haptic feedback level for on-screen pad presses (#806):
-- off | light | medium | heavy, mapped to a love.system.vibrate -- off | light | normal | strong, mapped to a love.system.vibrate duration
-- duration in src/core/TouchControls.lua. LIGHT by default, like the -- in src/core/TouchControls.lua. LIGHT by default, so an options.lua
-- overlay itself defaulting on, so an options.lua predating this key -- predating this key gets the tick without going looking for the row.
-- gets the tick without going looking for the row. Inert wherever the -- Inert wherever the overlay never appears (desktop) or LOVE has no
-- overlay never appears (desktop) or LOVE has no vibrator. -- vibrator.
haptics = "light", haptics = "light",
-- Shared UI/mod timestamp presentation. DEVICE follows the process time
-- locale where the platform exposes one; otherwise DateTime falls back to
-- DD-MM-YYYY and 24-hour time. Kept in options.lua so checkpoints never
-- rewind presentation preferences.
dateFormat = "device", -- device | dmy | mdy | ymd
timeFormat = "device", -- device | 24h | 12h
} }
end end
@@ -557,19 +567,68 @@ end
-- only holds the games the player actually chose for, so a mod set can differ -- only holds the games the player actually chose for, so a mod set can differ
-- between Red and Gold without either one owning the other's flags. -- between Red and Gold without either one owning the other's flags.
-- Whether a per-game answer is honoured at boot. The loader reads the enable -- Per-game answers are live. Every reader and writer goes through modScope,
-- flags once, before any entry chunk (src/mods/Loader.lua _loadState), so this -- so a choice made in the launcher is the choice the next boot loads.
-- flips on with that read and not before: until then every writer keeps to the SaveData.PER_VERSION_MODS = true
-- shared flag and no surface promises what the boot does not do.
SaveData.PER_VERSION_MODS = false
-- The version a write should be scoped to: the game asked for once per-game -- The version a write is scoped to: per-game controls name one game; a nil
-- flags are live, nil (the shared flag) while they are only a preview. -- caller still addresses the legacy shared fallback.
function SaveData.modScope(version) function SaveData.modScope(version)
if SaveData.PER_VERSION_MODS then return version end if SaveData.PER_VERSION_MODS then return version end
return nil return nil
end end
-- Promote an installation that predates per-game flags. `mods` may contain
-- manifest rows ({ id, experimental }) or bare ids. A mod with no old entry
-- had the loader default: on, except for experimental mods. Copy that answer
-- to every game once, preserving any per-game overlay somebody imported before
-- this feature shipped. New installs need no rows here: an absent answer
-- still defaults to enabled for every game.
function SaveData.migrateModEnablement(options, mods)
if type(options) ~= "table" or options.modsByVersionMigrated then return false end
options.mods = type(options.mods) == "table" and options.mods or {}
options.modsByVersion = type(options.modsByVersion) == "table"
and options.modsByVersion or {}
local known = {}
for id in pairs(options.mods) do
if type(id) == "string" and id ~= "" then known[id] = { id = id } end
end
for version, bucket in pairs(options.modsByVersion) do
if GameVersion.VERSIONS[version] and type(bucket) == "table" then
for id in pairs(bucket) do
if type(id) == "string" and id ~= "" then known[id] = known[id] or { id = id } end
end
end
end
for _, mod in ipairs(mods or {}) do
local id = type(mod) == "table" and mod.id or mod
if type(id) == "string" and id ~= "" then
known[id] = type(mod) == "table" and mod or (known[id] or { id = id })
end
end
-- Do not create options.lua just to record an empty migration on a fresh
-- no-mod boot. Keep it pending until there is a real installed or saved
-- mod answer to preserve.
if next(known) == nil then return false end
for id, mod in pairs(known) do
local shared = options.mods[id]
if type(shared) ~= "boolean" then shared = not (mod.experimental == true) end
for _, version in ipairs(GameVersion.ORDER) do
local bucket = options.modsByVersion[version]
if type(bucket) ~= "table" then
bucket = {}
options.modsByVersion[version] = bucket
end
if type(bucket[id]) ~= "boolean" then bucket[id] = shared end
end
end
options.modsByVersionMigrated = true
return true
end
-- true/false as chosen for `version`, else the shared flag, else nil -- the -- true/false as chosen for `version`, else the shared flag, else nil -- the
-- caller owns the default (the loader enables, the launcher keeps -- caller owns the default (the loader enables, the launcher keeps
-- experimental mods off until asked). -- experimental mods off until asked).
@@ -760,6 +819,15 @@ local function tryMigrateLegacy(version, fs)
local opts = SaveData.loadOptions(fs) local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {} opts.saveSlots = opts.saveSlots or {}
opts.saveSlots[version] = { list = { id }, active = id } opts.saveSlots[version] = { list = { id }, active = id }
-- A tool may have allocated the legacy scope before the player made their
-- first ordinary SAVE. Promoting that flat save into slot1 must preserve the
-- same opaque identity; otherwise title-selected mod storage becomes
-- unreachable after the migration even though every durable record exists.
local ids = opts.playthroughIds and opts.playthroughIds[version]
if type(ids) == "table" and type(ids.legacy) == "string" and ids.legacy ~= "" then
if type(ids[id]) ~= "string" or ids[id] == "" then ids[id] = ids.legacy end
ids.legacy = nil
end
SaveData.saveOptions(opts, fs) SaveData.saveOptions(opts, fs)
return id return id
end end
@@ -785,9 +853,9 @@ end
-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for -- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
-- the version, falling back to the flat legacy names when no slot is in use. -- the version, falling back to the flat legacy names when no slot is in use.
function saveNames(version) function saveNames(version, injectedFs)
version = version or GameVersion.get() version = version or GameVersion.get()
local fs = persistFs(nil) local fs = persistFs(injectedFs)
ensureVersionSlots(version, fs) ensureVersionSlots(version, fs)
local slot = activeSlotCache[version] local slot = activeSlotCache[version]
if slot then return slotNames(version, slot) end if slot then return slotNames(version, slot) end
@@ -803,9 +871,19 @@ end
function SaveData.slotSummary(save) function SaveData.slotSummary(save)
if type(save) ~= "table" then return nil, nil end if type(save) ~= "table" then return nil, nil end
local name = save.player and save.player.name or nil local name = save.player and save.player.name or nil
-- A Gen 2 slot carries no badge items and fills pokedex.caught, so both
-- counts come off wJohtoBadges/wPokedexCaught (engine/menus/intro_menu.asm:461).
local vinfo = type(save.version) == "string" and GameVersion.info(save.version)
local gen2 = save.generation == 2 or (vinfo and vinfo.generation == 2) or false
local dexCount = 0 local dexCount = 0
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do if gen2 then
dexCount = dexCount + 1 for _, has in pairs((save.pokedex and save.pokedex.caught) or {}) do
if has then dexCount = dexCount + 1 end
end
else
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
dexCount = dexCount + 1
end
end end
-- playTime is a plain seconds count in a Gen 1 save but a -- playTime is a plain seconds count in a Gen 1 save but a
-- { hours, minutes, seconds, frames } table in a Gen 2 (Gold) save, matching -- { hours, minutes, seconds, frames } table in a Gen 2 (Gold) save, matching
@@ -823,8 +901,21 @@ function SaveData.slotSummary(save)
end end
local timeText = ("%d:%02d"):format(math.floor(t / 3600), local timeText = ("%d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60) math.floor(t / 60) % 60)
local badges
if gen2 then
-- Continue_DisplayBadgeCount walks TWO bytes, Johto then Kanto
-- (engine/menus/intro_menu.asm:461-469).
badges = 0
local p = save.player or {}
for _, has in pairs(p.badges or {}) do if has then badges = badges + 1 end end
for _, has in pairs(p.kantoBadges or {}) do
if has then badges = badges + 1 end
end
else
badges = Badges.count(nil, save)
end
return name, { return name, {
badges = Badges.count(nil, save), badges = badges,
timeText = timeText, timeText = timeText,
dexCount = dexCount, dexCount = dexCount,
} }
@@ -1075,7 +1166,17 @@ local function rememberPlaythroughId(save, opts, injectedFs)
if type(id) ~= "string" or id == "" then return opts, false end if type(id) ~= "string" or id == "" then return opts, false end
local version = save.version or GameVersion.get() local version = save.version or GameVersion.get()
local scope = playthroughScope(version, injectedFs) local scope = playthroughScope(version, injectedFs)
opts = opts or SaveData.loadOptions(injectedFs) local persisted = SaveData.loadOptions(injectedFs)
if opts then
-- Slot selection and opaque playthrough routing are engine-owned launcher
-- state. A live game may carry an options snapshot from before a legacy
-- save was promoted to slot1; writing that stale snapshot must not erase
-- the freshly persisted routing and strand tool storage on next boot.
opts.saveSlots = deepCopy(persisted.saveSlots)
opts.playthroughIds = deepCopy(persisted.playthroughIds)
else
opts = persisted
end
opts.playthroughIds = opts.playthroughIds or {} opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {} opts.playthroughIds[version] = opts.playthroughIds[version] or {}
local changed = opts.playthroughIds[version][scope] ~= id local changed = opts.playthroughIds[version][scope] ~= id
@@ -1110,6 +1211,65 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
return id return id
end end
-- Resolve the already-selected playthrough without changing the supplied save
-- or allocating a replacement id. Title tools use this before a normal SAVE:
-- Game:load intentionally owns a fresh skeleton there, while the selected
-- launcher slot's durable tool data remains bound by the engine-owned mapping.
-- This does not make arbitrary identities addressable; callers still need a
-- higher-level engine capability that decides when selected resolution is safe.
function SaveData.selectedPlaythroughId(save, injectedFs)
if type(save) ~= "table" then
return nil, "not_in_playthrough", "No selected playthrough is available."
end
local version = save.version or GameVersion.get()
if not knownVersion(version) then
return nil, "unknown_game", "The selected game version is unavailable."
end
local id = save.meta and save.meta.playthroughId
if type(id) == "string" and id ~= "" then return id end
-- Resolve the selected scope first. That may perform the one-time legacy
-- save-to-slot migration, which also moves the opaque identity mapping; only
-- then read options so this lookup never observes the pre-migration table.
local scope = playthroughScope(version, injectedFs)
local opts = SaveData.loadOptions(injectedFs)
local byVersion = opts.playthroughIds and opts.playthroughIds[version]
id = byVersion and byVersion[scope] or nil
if type(id) ~= "string" or id == "" then
return nil, "no_selected_playthrough",
"The selected playthrough has no durable tool state."
end
return id
end
-- Read only the chronology of the ordinary selected save for title tools.
-- This intentionally returns no canonical progress, slot id, path, or raw
-- save handle. A legacy pre-id normal save is valid when the selected scope's
-- engine-owned mapping identifies it; a stamped id must match exactly.
function SaveData.selectedNormalSaveInfo(save, injectedFs)
local playthroughId, code, message = SaveData.selectedPlaythroughId(save, injectedFs)
if not playthroughId then return nil, code, message end
local version = save and (save.version or GameVersion.get())
local fs = persistFs(injectedFs)
local main, backup, staged = saveNames(version, injectedFs)
local normal = readTable(fs, main)
or readTable(fs, staged)
or readTable(fs, backup)
if type(normal) ~= "table" or normal.version ~= version then
return { exists = false, savedAt = nil }
end
local normalId = normal.meta and normal.meta.playthroughId
if type(normalId) == "string" and normalId ~= "" and normalId ~= playthroughId then
return { exists = false, savedAt = nil }
end
local savedAt = normal.meta and normal.meta.savedAt
if type(savedAt) ~= "number" or savedAt < 0 or savedAt ~= savedAt
or savedAt == math.huge or savedAt == -math.huge then
savedAt = nil
end
return { exists = true, savedAt = savedAt }
end
-- ------- meta -- ------- meta
-- the version/engine/mod-set stamp every v2 save carries; mods is the -- the version/engine/mod-set stamp every v2 save carries; mods is the
@@ -1727,6 +1887,8 @@ function SaveData.newGame(boot)
boot = type(boot) == "table" and boot or {} boot = type(boot) == "table" and boot or {}
local map = boot.startMap or "REDS_HOUSE_2F" local map = boot.startMap or "REDS_HOUSE_2F"
local x, y = boot.startX or 3, boot.startY or 6 local x, y = boot.startX or 3, boot.startY or 6
local facing = boot.startFacing or "down"
if map == "REDS_HOUSE_2F" and boot.version ~= "yellow" then facing = "up" end
local heal = SaveData.defaultHeal(boot) local heal = SaveData.defaultHeal(boot)
local save = { local save = {
meta = { format = Version.saveFormat, mods = {} }, meta = { format = Version.saveFormat, mods = {} },
@@ -1737,7 +1899,7 @@ function SaveData.newGame(boot)
map = map, map = map,
x = x, x = x,
y = y, y = y,
facing = boot.startFacing or "down", facing = facing,
name = boot.playerName or "RED", name = boot.playerName or "RED",
rival = boot.rivalName or "BLUE", rival = boot.rivalName or "BLUE",
-- 16-bit trainer ID rolled at new game (wPlayerID, filled from -- 16-bit trainer ID rolled at new game (wPlayerID, filled from
+13 -5
View File
@@ -105,17 +105,21 @@ end
-- would be dropped on every editor save. -- would be dropped on every editor save.
-- love.system.vibrate takes a duration and nothing else, so "intensity" is a -- love.system.vibrate takes a duration and nothing else, so "intensity" is a
-- duration preset: Android runs the platform vibrator for exactly that long, -- duration preset: Android runs the platform vibrator for exactly that long,
-- while iOS ignores the duration and fires the fixed system vibration, so -- while iOS maps each duration to a matching Taptic Engine impact.
-- there the three levels all read as simply on. TouchControls.HAPTICS = { "off", "light", "normal", "strong" }
TouchControls.HAPTICS = { "off", "light", "medium", "heavy" }
TouchControls.HAPTIC_DEFAULT = "light" TouchControls.HAPTIC_DEFAULT = "light"
local HAPTIC_SECONDS = { off = 0, light = 0.012, medium = 0.025, heavy = 0.045 } local HAPTIC_SECONDS = {
off = 0, light = 0.012, normal = 0.025, strong = 0.045,
}
local HAPTIC_LABELS = { local HAPTIC_LABELS = {
off = "OFF", light = "LIGHT", medium = "MEDIUM", heavy = "HEAVY", off = "OFF", light = "LIGHT", normal = "NORMAL", strong = "STRONG",
} }
function TouchControls.normalizeHaptics(level) function TouchControls.normalizeHaptics(level)
if level == "physical" then return "light" end
if level == "medium" then return "normal" end
if level == "heavy" then return "strong" end
if HAPTIC_SECONDS[level] then return level end if HAPTIC_SECONDS[level] then return level end
return TouchControls.HAPTIC_DEFAULT return TouchControls.HAPTIC_DEFAULT
end end
@@ -211,6 +215,10 @@ function TouchControls.defaultLayout(ww, wh, ox, oy, scale)
local abW = dpadW * 0.46 local abW = dpadW * 0.46
local ssW = dpadW * 0.30 local ssW = dpadW * 0.30
local margin = dpadW * 0.12 local margin = dpadW * 0.12
local ok, GameVersion = pcall(require, "src.core.GameVersion")
if ok and GameVersion.isGold and GameVersion.isGold() then
margin = math.max(margin, math.min(ww * 0.10, 72))
end
return { return {
dpad = { cx = ox + margin + dpadW / 2, cy = oy + wh - margin - dpadW / 2, w = dpadW }, dpad = { cx = ox + margin + dpadW / 2, cy = oy + wh - margin - dpadW / 2, w = dpadW },
a = { cx = ox + ww - margin - abW * 0.55, cy = oy + wh - margin - abW * 1.75, w = abW }, a = { cx = ox + ww - margin - abW * 0.55, cy = oy + wh - margin - abW * 1.75, w = abW },
+3
View File
@@ -8,6 +8,9 @@ local Version = {
-- "-dev" placeholder; CI stamps the real X.Y.Z into -- "-dev" placeholder; CI stamps the real X.Y.Z into
-- the packed game.love only, never the working tree. -- the packed game.love only, never the working tree.
shell = 1, -- native-shell contract this build implements shell = 1, -- native-shell contract this build implements
payloadHost = "love", -- native host family for in-place Lua payloads.
-- A payload must name the same family; this prevents
-- mounting code packaged for a different native host.
minShell = 1, -- lowest shell contract that can RUN this payload. minShell = 1, -- lowest shell contract that can RUN this payload.
-- Bump only when a payload needs a newer native -- Bump only when a payload needs a newer native
-- binary (e.g. a LOVE version bump); an older shell -- binary (e.g. a LOVE version bump); an older shell
+4
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@@ -53,6 +53,9 @@ local function handle(cmd)
if cmd.channelPitches ~= nil then if cmd.channelPitches ~= nil then
ChipSynth.setChannelPitches(cmd.channelPitches) ChipSynth.setChannelPitches(cmd.channelPitches)
end end
if cmd.stereo ~= nil then
ChipSynth.setStereo(cmd.stereo)
end
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header, local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
{ allowLoops = cmd.allowLoops }) { allowLoops = cmd.allowLoops })
if ok then if ok then
@@ -69,6 +72,7 @@ local function handle(cmd)
elseif cmd.cmd == "channelMix" then elseif cmd.cmd == "channelMix" then
if cmd.volumes ~= nil then ChipSynth.setChannelVolumes(cmd.volumes) end if cmd.volumes ~= nil then ChipSynth.setChannelVolumes(cmd.volumes) end
if cmd.pitches ~= nil then ChipSynth.setChannelPitches(cmd.pitches) end if cmd.pitches ~= nil then ChipSynth.setChannelPitches(cmd.pitches) end
if cmd.stereo ~= nil then ChipSynth.setStereo(cmd.stereo) end
elseif cmd.cmd == "invalidate" then elseif cmd.cmd == "invalidate" then
ChipSynth.invalidateBanks() ChipSynth.invalidateBanks()
elseif cmd.cmd == "quit" then elseif cmd.cmd == "quit" then
+14
View File
@@ -450,6 +450,20 @@ record("RARE_CANDY", "candy", function(ctx)
return rareCandy(ctx.mon, ctx.data) return rareCandy(ctx.mon, ctx.data)
end) end)
for _, itemId in ipairs({ "SUN_STONE", "MOON_STONE", "FIRE_STONE",
"THUNDERSTONE", "WATER_STONE", "LEAF_STONE" }) do
record(itemId, "stone", function(ctx)
if ctx.mon.item == "EVERSTONE" then
return { used = false, text = ItemEffects.TEXT_NO_EFFECT }
end
local Evolution = require("src.core.gen2.Evolution")
local entry = Evolution.checkMon(ctx.data, ctx.mon,
{ force = true, item = ctx.item })
if not entry then return { used = false, text = ItemEffects.TEXT_NO_EFFECT } end
return { used = true, evolution = entry }
end)
end
for itemId in pairs(ItemEffects.REVIVE) do for itemId in pairs(ItemEffects.REVIVE) do
record(itemId, "revive", function(ctx) return revive(ctx.item, ctx.mon) end) record(itemId, "revive", function(ctx) return revive(ctx.item, ctx.mon) end)
end end
+2 -2
View File
@@ -96,7 +96,7 @@ function Nests.landmark(data, index)
end end
local function landmarkOfMap(data, mapId) local function landmarkOfMap(data, mapId)
local def = data and data.maps and data.maps[mapId] local def = data and data.gen2Maps and data.gen2Maps[mapId]
return def and def.landmark return def and def.landmark
end end
@@ -131,7 +131,7 @@ function Nests.find(data, species, region, save)
out[#out + 1] = landmark out[#out + 1] = landmark
end end
local enc = data and data.encounters local enc = data and data.gen2Encounters
for _, key in ipairs({ "grass", "water" }) do for _, key in ipairs({ "grass", "water" }) do
for mapId, entry in pairs((enc and enc[key]) or {}) do for mapId, entry in pairs((enc and enc[key]) or {}) do
if tableHasSpecies(entry, species) then if tableHasSpecies(entry, species) then
+17
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@@ -127,6 +127,9 @@ end
Save.filenames = saveNames Save.filenames = saveNames
local function fs() local function fs()
-- portable.txt: same standard/portable root as Gen 1 (SaveData.persistenceFs).
local ok, SaveData = pcall(require, "src.core.SaveData")
if ok and SaveData.persistenceFs then return SaveData.persistenceFs() end
return love.filesystem return love.filesystem
end end
@@ -272,6 +275,8 @@ Save.DEFAULT_OPTIONS = {
musicVol = 7, -- 0-7, like the GB's NR50 master volume musicVol = 7, -- 0-7, like the GB's NR50 master volume
sfxVol = 7, -- 0-7 sfxVol = 7, -- 0-7
musicFilter = 0, -- low-pass steps, 0 = off musicFilter = 0, -- low-pass steps, 0 = off
haptics = "light",
touchControls = { enabled = true },
} }
function Save.defaultOptions() function Save.defaultOptions()
@@ -716,6 +721,13 @@ end
-- copy is the witness that survives a crash mid-replace. -- copy is the witness that survives a crash mid-replace.
function Save.save(save) function Save.save(save)
if type(save) ~= "table" then return false, "no save" end if type(save) ~= "table" then return false, "no save" end
if (save.version or "gold") == "gold" then
local ok, SaveData = pcall(require, "src.core.SaveData")
if ok and SaveData.activeSlot and not SaveData.activeSlot("gold") then
local id = SaveData.createSlot and SaveData.createSlot("gold")
if id and SaveData.setActiveSlot then SaveData.setActiveSlot("gold", id) end
end
end
local main, backup, tmp = saveNames(save.version) local main, backup, tmp = saveNames(save.version)
local f = fs() local f = fs()
if not f then return false, "no filesystem" end if not f then return false, "no filesystem" end
@@ -752,9 +764,14 @@ end
function Save.summary(save) function Save.summary(save)
if type(save) ~= "table" then return nil end if type(save) ~= "table" then return nil end
local badges = 0 local badges = 0
-- Continue_DisplayBadgeCount counts TWO bytes, wJohtoBadges then wKantoBadges
-- (engine/menus/intro_menu.asm:461-469).
for _, has in pairs(save.player and save.player.badges or {}) do for _, has in pairs(save.player and save.player.badges or {}) do
if has then badges = badges + 1 end if has then badges = badges + 1 end
end end
for _, has in pairs(save.player and save.player.kantoBadges or {}) do
if has then badges = badges + 1 end
end
local caught = 0 local caught = 0
for _, has in pairs(save.pokedex and save.pokedex.caught or {}) do for _, has in pairs(save.pokedex and save.pokedex.caught or {}) do
if has then caught = caught + 1 end if has then caught = caught + 1 end
+4
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@@ -116,6 +116,8 @@ local physfsMountFn = nil
local function resolveMount() local function resolveMount()
if physfsMountFn ~= nil then return physfsMountFn end if physfsMountFn ~= nil then return physfsMountFn end
physfsMountFn = false physfsMountFn = false
if Platform.isUWP() then return physfsMountFn end
if love and love.filesystem and love.filesystem._mounts then return physfsMountFn end
local ok, ffi = pcall(require, "ffi") local ok, ffi = pcall(require, "ffi")
if not ok then return physfsMountFn end if not ok then return physfsMountFn end
pcall(ffi.cdef, pcall(ffi.cdef,
@@ -159,6 +161,8 @@ local physfsUnmountFn = nil
local function resolveUnmount() local function resolveUnmount()
if physfsUnmountFn ~= nil then return physfsUnmountFn end if physfsUnmountFn ~= nil then return physfsUnmountFn end
physfsUnmountFn = false physfsUnmountFn = false
if Platform.isUWP() then return physfsUnmountFn end
if love and love.filesystem and love.filesystem._mounts then return physfsUnmountFn end
local ok, ffi = pcall(require, "ffi") local ok, ffi = pcall(require, "ffi")
if not ok then return physfsUnmountFn end if not ok then return physfsUnmountFn end
pcall(ffi.cdef, "int PHYSFS_unmount(const char *oldDir);") pcall(ffi.cdef, "int PHYSFS_unmount(const char *oldDir);")
+67 -56
View File
@@ -62,6 +62,68 @@ local FILTERS = { "OFF", "1X", "2X", "3X" }
-- The core rows. Helper modules are required lazily under pcall: they are -- The core rows. Helper modules are required lazily under pcall: they are
-- pure label/cycle tables, but the launcher must never die because a render -- pure label/cycle tables, but the launcher must never die because a render
-- module grew a dependency on live game data. -- module grew a dependency on live game data.
-- TOUCH PAD, VIBRATION and the layout editor, shared by both row sets.
--
-- Gold reads these out of its own `gold` block (src/core/gen2/Save.lua:297),
-- so `opts` is whichever table the gear is editing and the rows never have to
-- know which game they belong to. #1100 / #1135: the Gold gear carried none
-- of them, so a phone player could turn the pad and the buzz off in Red and
-- had no way to reach either in Gold.
local function addTouchRows(rows, add, opts, hooks)
-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
local env = os.getenv("POKEPORT_TOUCH")
local osName = love.system and love.system.getOS and love.system.getOS()
local show = env == "1"
or (env ~= "0" and (osName == "Android" or osName == "iOS"))
if show then
add(Strings("TOUCH PAD"),
function()
local tc = opts.touchControls
local on = not (type(tc) == "table" and tc.enabled == false)
return on and Strings("ON") or Strings("OFF")
end,
function()
local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
tc.enabled = tc.enabled == false
opts.touchControls = tc
return true
end)
-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
-- the row buzzes once at the level being selected.
local okTC, TC = pcall(require, "src.core.TouchControls")
if okTC then
add(Strings("VIBRATION"),
function() return Strings(TC.hapticLabel(opts.haptics)) end,
function(dir)
opts.haptics = TC.cycleHaptics(opts.haptics, dir)
TC.buzz(opts.haptics)
return true
end)
end
end
-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
-- button on the game panel, once per game -- but the overlay layout is
-- global (options.touchControls.layouts), so three tabs offered three
-- buttons that edited the same thing while crowding the column that has to
-- hold Play. It belongs with the other control rows, behind the gear.
-- The host owns the editor screen, so the row only fires when a hook was
-- supplied (the standalone save editor opens this model with none).
if hooks and hooks.editTouchControls then
rows[#rows + 1] = {
label = Strings("TOUCH CONTROLS"),
actionLabel = Strings("Edit"),
action = function()
hooks.editTouchControls()
-- The editor replaces the whole screen: nothing left to persist here
-- beyond what the caller already saved on the way out.
return false
end,
}
end
end
local function coreRows(opts, hooks) local function coreRows(opts, hooks)
local rows = {} local rows = {}
local function add(label, value, step) local function add(label, value, step)
@@ -236,60 +298,7 @@ local function coreRows(opts, hooks)
end) end)
end end
-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's addTouchRows(rows, add, opts, hooks)
-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
do
local env = os.getenv("POKEPORT_TOUCH")
local osName = love.system and love.system.getOS and love.system.getOS()
local show = env == "1"
or (env ~= "0" and (osName == "Android" or osName == "iOS"))
if show then
add(Strings("TOUCH PAD"),
function()
local tc = opts.touchControls
local on = not (type(tc) == "table" and tc.enabled == false)
return on and Strings("ON") or Strings("OFF")
end,
function()
local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
tc.enabled = tc.enabled == false
opts.touchControls = tc
return true
end)
-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
-- the row buzzes once at the level being selected.
local okTC, TC = pcall(require, "src.core.TouchControls")
if okTC then
add(Strings("VIBRATION"),
function() return Strings(TC.hapticLabel(opts.haptics)) end,
function(dir)
opts.haptics = TC.cycleHaptics(opts.haptics, dir)
TC.buzz(opts.haptics)
return true
end)
end
end
end
-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
-- button on the game panel, once per game -- but the overlay layout is
-- global (options.touchControls.layouts), so three tabs offered three
-- buttons that edited the same thing while crowding the column that has to
-- hold Play. It belongs with the other control rows, behind the gear.
-- The host owns the editor screen, so the row only fires when a hook was
-- supplied (the standalone save editor opens this model with none).
if hooks and hooks.editTouchControls then
rows[#rows + 1] = {
label = Strings("TOUCH CONTROLS"),
actionLabel = Strings("Edit"),
action = function()
hooks.editTouchControls()
-- The editor replaces the whole screen: nothing left to persist here
-- beyond what the caller already saved on the way out.
return false
end,
}
end
-- RESET REBINDS, directly under the touch-pad row. Rebinds are additive -- RESET REBINDS, directly under the touch-pad row. Rebinds are additive
-- (src/core/Input.lua:applyBindings layers options.bindings over the -- (src/core/Input.lua:applyBindings layers options.bindings over the
@@ -462,7 +471,7 @@ end
-- src/ui/gen2/OptionsMenu.lua's ROWS; when editing one, keep the two in sync. -- src/ui/gen2/OptionsMenu.lua's ROWS; when editing one, keep the two in sync.
local GEN2_KEY = "gold" local GEN2_KEY = "gold"
local function gen2Rows(opts) local function gen2Rows(opts, hooks)
local rows = {} local rows = {}
local function add(label, value, step) local function add(label, value, step)
rows[#rows + 1] = { label = label, value = value, step = step } rows[#rows + 1] = { label = label, value = value, step = step }
@@ -551,6 +560,8 @@ local function gen2Rows(opts)
end) end)
end end
addTouchRows(rows, add, opts, hooks)
return rows return rows
end end
@@ -574,7 +585,7 @@ function LauncherSettings.open(hooks, version)
opts[GEN2_KEY] = block opts[GEN2_KEY] = block
end end
sections = { sections = {
{ title = Strings("OPTIONS"), rows = gen2Rows(block) }, { title = Strings("OPTIONS"), rows = gen2Rows(block, hooks) },
} }
else else
sections = { sections = {
+1136 -193
View File
File diff suppressed because it is too large Load Diff
+4 -1
View File
@@ -241,7 +241,10 @@ function RomExtractorGen2:writeCompressedPic(label, tiles, relative)
while #pixels < byteLength do pixels[#pixels + 1] = 0 end while #pixels < byteLength do pixels[#pixels + 1] = 0 end
while #pixels > byteLength do table.remove(pixels) end while #pixels > byteLength do table.remove(pixels) end
pixels = ImageWriter.columnsToRows(pixels, tiles, tiles) pixels = ImageWriter.columnsToRows(pixels, tiles, tiles)
self:write2bpp(pixels, size, size, relative) -- pokegold engine/battle/core.asm GetTrainerBackpic: no hardware masking,
-- so matte the white backdrop like Gen 1's writeCompressedPic does.
self:save(ImageWriter.matteColor0(
ImageWriter.decode2bpp(pixels, size, size)), relative)
end end
function RomExtractorGen2:extractConstants() function RomExtractorGen2:extractConstants()
+208 -14
View File
@@ -1228,8 +1228,8 @@ function RomImporter.new(onComplete, opts)
saveNotice = {}, saveNotice = {},
-- MODS panel state (pass 3): mods is the cached LauncherMods.list() array -- MODS panel state (pass 3): mods is the cached LauncherMods.list() array
-- (refreshed lazily on first draw and after any toggle/install/delete); -- (refreshed lazily on first draw and after any toggle/install/delete);
-- modScroll is the list scroll offset (px, clamped in draw); modNotice is -- modScroll is the current paged list's inner scroll offset (px, clamped
-- the last install/delete result { ok, text } shown as a line above the list. -- in draw); modNotice is the last install/delete result { ok, text }.
mods = nil, modScroll = 0, modNotice = nil, mods = nil, modScroll = 0, modNotice = nil,
-- Which game the MODS panel is answering for (a GameVersion id, nil = -- Which game the MODS panel is answering for (a GameVersion id, nil =
-- every game). Rows resolve their enable-state and their "runs here" -- every game). Rows resolve their enable-state and their "runs here"
@@ -1370,6 +1370,10 @@ function RomImporter.new(onComplete, opts)
end end
end end
if GameVersion.VERSIONS[self.tab] then
self.modScope = self.tab
end
return self return self
end end
@@ -1645,7 +1649,7 @@ end
function RomImporter:_installMod(source) function RomImporter:_installMod(source)
if self.workState == "working" then return end if self.workState == "working" then return end
self.tab = "mods" self.tab = "mods"
local ok, installed, res = pcall(function() local ok, installed, res, manifest = pcall(function()
local LauncherMods = require("src.mods.LauncherMods") local LauncherMods = require("src.mods.LauncherMods")
return LauncherMods.installZip(source) return LauncherMods.installZip(source)
end) end)
@@ -1657,6 +1661,17 @@ function RomImporter:_installMod(source)
if installed then if installed then
pcall(self._refreshMods, self) pcall(self._refreshMods, self)
self.modNotice = { ok = true, text = "Installed " .. tostring(res) } self.modNotice = { ok = true, text = "Installed " .. tostring(res) }
local LauncherMods = require("src.mods.LauncherMods")
local checkTarget = manifest
if not checkTarget and type(res) == "string" then
checkTarget = { id = res }
end
if checkTarget and LauncherMods.checkDependencies then
local depCheck = LauncherMods.checkDependencies(checkTarget)
if depCheck and depCheck.hasIssues then
self._modDepResolver = depCheck
end
end
else else
self.modNotice = { ok = false, text = tostring(res) } self.modNotice = { ok = false, text = tostring(res) }
end end
@@ -2044,6 +2059,15 @@ end
function RomImporter:update(dt) function RomImporter:update(dt)
self.pulse = self.pulse + dt self.pulse = self.pulse + dt
if self._launchFade then
self._launchFade.elapsed = self._launchFade.elapsed + dt
if self._launchFade.elapsed >= self._launchFade.duration then
local version = self._launchFade.version
self._launchFade = nil
self:play(version)
return
end
end
self:_updatePadCursor(dt) self:_updatePadCursor(dt)
self:_stepBaseRomScan() self:_stepBaseRomScan()
-- Pump the FlexLove view (input polling + the queued click actions). The -- Pump the FlexLove view (input polling + the queued click actions). The
@@ -2432,9 +2456,15 @@ function RomImporter:joystickhat(joystick, hat, direction)
end end
-- Player pressed Play on a game whose ROM is imported: hand off to boot. -- Player pressed Play on a game whose ROM is imported: hand off to boot.
function RomImporter:play(version) function RomImporter:play(version, fade)
if self.workState == "working" then return end if self.workState == "working" then return end
if not self.ready[version] then return end if not self.ready[version] then return end
if fade then
if not self._launchFade then
self._launchFade = { version = version, elapsed = 0, duration = 0.24 }
end
return
end
self._handedOff = true self._handedOff = true
-- #835: remember the game being launched so the next launcher start opens on -- #835: remember the game being launched so the next launcher start opens on
-- its column (_applyLastVersionTab). It rides options.lua rather than a file -- its column (_applyLastVersionTab). It rides options.lua rather than a file
@@ -2627,6 +2657,9 @@ function RomImporter:_switchTab(id)
self.tab = id self.tab = id
self._findSearchFocus = false self._findSearchFocus = false
self:_disarmTextInput() self:_disarmTextInput()
if GameVersion.VERSIONS[id] then
self:_setModScope(id)
end
end end
function RomImporter:_toggleFindSearchFocus() function RomImporter:_toggleFindSearchFocus()
@@ -2645,11 +2678,14 @@ function RomImporter:_openSettings()
-- hook rather than reaching for main.lua's handler itself. Closing the -- hook rather than reaching for main.lua's handler itself. Closing the
-- settings panel FIRST persists the pending edits (_closeSettings saves) -- settings panel FIRST persists the pending edits (_closeSettings saves)
-- and leaves no modal behind the editor to return to. -- and leaves no modal behind the editor to return to.
-- The tab rides along: the editor persists the layout into that game's own
-- option block, and Gold's is not the flat Gen 1 one (#1100).
local hooks = {} local hooks = {}
if self.onEditTouchControls then if self.onEditTouchControls then
local version = self.tab
hooks.editTouchControls = function() hooks.editTouchControls = function()
self:_closeSettings() self:_closeSettings()
self.onEditTouchControls() self.onEditTouchControls(version)
end end
end end
-- The tab the gear was opened on decides the row set: Gold reads a -- The tab the gear was opened on decides the row set: Gold reads a
@@ -2691,6 +2727,43 @@ function RomImporter:fileUrl(path)
end end
function RomImporter:keypressed(key) function RomImporter:keypressed(key)
if self._profileSavePrompt then
if key == "backspace" then
self._profileSavePrompt.text = utf8Back(self._profileSavePrompt.text or "")
elseif key == "return" or key == "kpenter" then
local txt = self._profileSavePrompt and self._profileSavePrompt.text
if txt and txt ~= "" then
local LauncherMods = require("src.mods.LauncherMods")
LauncherMods.saveProfile(txt)
self._profileSavePrompt = nil
self:_disarmTextInput()
if self._refreshMods then self:_refreshMods() end
end
elseif key == "escape" then
self._profileSavePrompt = nil
self:_disarmTextInput()
end
return
end
if self._profileRenamePrompt then
if key == "backspace" then
self._profileRenamePrompt.text = utf8Back(self._profileRenamePrompt.text or "")
elseif key == "return" or key == "kpenter" then
local txt = self._profileRenamePrompt and self._profileRenamePrompt.text
local old = self._profileRenamePrompt and self._profileRenamePrompt.oldName
if txt and txt ~= "" and old then
local LauncherMods = require("src.mods.LauncherMods")
LauncherMods.renameProfile(old, txt)
self._profileRenamePrompt = nil
self:_disarmTextInput()
if self._refreshMods then self:_refreshMods() end
end
elseif key == "escape" then
self._profileRenamePrompt = nil
self:_disarmTextInput()
end
return
end
if self._settingsText then if self._settingsText then
if key == "backspace" then if key == "backspace" then
self._settingsText.text = utf8Back(self._settingsText.text) self._settingsText.text = utf8Back(self._settingsText.text)
@@ -2734,6 +2807,13 @@ function RomImporter:keypressed(key)
end end
if self._modConfirm or self._modVersions or self._modReleaseNotes if self._modConfirm or self._modVersions or self._modReleaseNotes
or self._findDetails then or self._findDetails then
-- Focus navigation belongs to the visible modal as well as the launcher
-- beneath it. Route arrows and an already-armed confirm before this guard
-- returns; unarmed Enter still falls through to the modal guard. Keep this
-- inside the modal branch so text fields retain exclusive keyboard input.
if self._flex and require("src.import.LauncherView").keypressed(self, key) then
return
end
if key == "escape" then if key == "escape" then
if self._findDetails then if self._findDetails then
self._findDetails = nil self._findDetails = nil
@@ -2853,6 +2933,14 @@ function RomImporter:_commitRename()
end end
function RomImporter:textinput(text) function RomImporter:textinput(text)
if self._profileSavePrompt then
self._profileSavePrompt.text = utf8Cap((self._profileSavePrompt.text or "") .. text, MAX_SLOT_LABEL)
return
end
if self._profileRenamePrompt then
self._profileRenamePrompt.text = utf8Cap((self._profileRenamePrompt.text or "") .. text, MAX_SLOT_LABEL)
return
end
if self._settingsText then if self._settingsText then
local st = self._settingsText local st = self._settingsText
st.text = utf8Cap(st.text .. text, st.maxLen or MAX_SLOT_LABEL) st.text = utf8Cap(st.text .. text, st.maxLen or MAX_SLOT_LABEL)
@@ -2937,6 +3025,13 @@ function RomImporter:_refreshMods()
end end
end end
self.mods = LauncherMods.list(self.modScope) or {} self.mods = LauncherMods.list(self.modScope) or {}
if self.modScope then
local kept = {}
for _, m in ipairs(self.mods) do
if m.targetsHere ~= false then kept[#kept + 1] = m end
end
self.mods = kept
end
self:_syncModUpdateInfo(false) self:_syncModUpdateInfo(false)
end end
@@ -3040,15 +3135,19 @@ function RomImporter:_modUpdateInfo(id)
return self.modUpdateInfo and self.modUpdateInfo[id] or nil return self.modUpdateInfo and self.modUpdateInfo[id] or nil
end end
-- Flip a mod's enabled flag (persisted via LauncherMods.setEnabled) and relist -- Flip one game's mod flag (persisted via LauncherMods.setEnabled) and relist
-- so the toggle, count, and every status chip reflect the new resolution. -- so that game's checkbox and status chips reflect the new resolution.
-- Enabling an experimental mod arms a confirm first. -- Enabling an experimental mod arms a confirmation for that same game.
function RomImporter:_toggleMod(id, confirmed) function RomImporter:_toggleMod(id, confirmed, version)
local LauncherMods = require("src.mods.LauncherMods") local LauncherMods = require("src.mods.LauncherMods")
local cur, experimental = false, false local cur, experimental = false, false
for _, m in ipairs(self.mods or {}) do for _, m in ipairs(self.mods or {}) do
if m.id == id then if m.id == id then
cur = m.enabled if version and m.enabledByVersion then
cur = m.enabledByVersion[version] == true
else
cur = m.enabled
end
experimental = m.experimental == true experimental = m.experimental == true
break break
end end
@@ -3056,7 +3155,7 @@ function RomImporter:_toggleMod(id, confirmed)
local want = not cur local want = not cur
if want and experimental and not confirmed then if want and experimental and not confirmed then
self._modConfirm = { self._modConfirm = {
kind = "experimental", id = id, kind = "experimental", id = id, version = version,
title = "Experimental mod", title = "Experimental mod",
yesLabel = "Enable", yesLabel = "Enable",
lines = { lines = {
@@ -3068,7 +3167,7 @@ function RomImporter:_toggleMod(id, confirmed)
return return
end end
self._modConfirm = nil self._modConfirm = nil
LauncherMods.setEnabled(id, want, self.modScope) LauncherMods.setEnabled(id, want, version or self.modScope)
self:_refreshMods() self:_refreshMods()
end end
@@ -3328,6 +3427,76 @@ function RomImporter:_pumpModInstall()
else else
self.modNotice = { ok = true, text = text } self.modNotice = { ok = true, text = text }
end end
local LauncherMods = require("src.mods.LauncherMods")
local depCheck = LauncherMods.checkDependencies({ id = spec.modId })
if depCheck and depCheck.hasIssues then
self._modDepResolver = depCheck
end
end
-- Start an async pull for a single dependency
function RomImporter:_startDepPull(dep)
if not dep or not dep.github then return end
self._depPullState = self._depPullState or {}
local hFetch = require("src.mods.ModUpdate").beginFetchReleases(dep.github, dep.id, { force = true })
self._depPullState[dep.id] = {
dep = dep,
stage = "fetching",
fetchHandle = hFetch,
}
end
-- Pump all in-flight dependency pulls
function RomImporter:_pumpDepPulls()
if not self._depPullState then return end
local ModUpdate = require("src.mods.ModUpdate")
local LauncherMods = require("src.mods.LauncherMods")
for depId, state in pairs(self._depPullState) do
if state.stage == "fetching" then
local done, releases, err = ModUpdate.pumpFetchReleases(state.fetchHandle)
if done then
if err or not releases or #releases == 0 then
state.stage = "error"
state.err = err or "No downloadable releases found on GitHub"
else
local rel = releases[1]
if not rel or not rel.zip or not rel.zip.url then
state.stage = "error"
state.err = "Latest release has no downloadable .zip asset"
else
local tmpName = ("dep_%s_%s.zip"):format(depId, tostring(rel.version or os.time()))
state.dlHandle = ModUpdate.beginDownloadZip(rel.zip.url, tmpName, rel.zip.size)
state.stage = "downloading"
state.targetVersion = rel.version
end
end
end
elseif state.stage == "downloading" then
local done, localPath, err, progress = ModUpdate.pumpDownloadZip(state.dlHandle)
state.progress = progress
if done then
if err or not localPath then
state.stage = "error"
state.err = err or "Download failed"
else
state.stage = "installing"
local okInst, versionRes = LauncherMods.installDownloadedZip(depId, localPath, state.targetVersion)
if okInst then
state.stage = "done"
pcall(self._refreshMods, self)
if self._modDepResolver and self._modDepResolver.targetMod then
local updated = LauncherMods.checkDependencies(self._modDepResolver.targetMod)
self._modDepResolver = updated
end
else
state.stage = "error"
state.err = tostring(versionRes or "Installation failed")
end
end
end
end
end
end end
function RomImporter:_confirmModUpdate(modId, release) function RomImporter:_confirmModUpdate(modId, release)
@@ -3586,7 +3755,7 @@ function RomImporter:_findRows()
-- index, query, or category actually changed. -- index, query, or category actually changed.
local c = self._findRowsCache local c = self._findRowsCache
if c and c.src == all and c.query == self.findQuery if c and c.src == all and c.query == self.findQuery
and c.category == self.findCategory then and c.category == self.findCategory and c.scope == self.modScope then
return c.rows return c.rows
end end
local ModIndex = require("src.mods.ModIndex") local ModIndex = require("src.mods.ModIndex")
@@ -3594,8 +3763,33 @@ function RomImporter:_findRows()
query = self.findQuery, query = self.findQuery,
category = self.findCategory, category = self.findCategory,
}) })
if self.modScope then
local gen = GameVersion.generation(self.modScope)
local kept = {}
for _, entry in ipairs(rows) do
local has1, has2 = false, false
local function note(s)
s = tostring(s or ""):lower()
if s == "gen1" or s == "gen 1" or s == "red" or s == "blue"
or s == "yellow" then
has1 = true
end
if s == "gen2" or s == "gen 2" or s == "gold" then
has2 = true
end
end
for _, cat in ipairs(entry.categories or {}) do note(cat) end
for _, tag in ipairs(entry.tags or {}) do note(tag) end
if (not has1 and not has2)
or (gen == 2 and has2)
or (gen ~= 2 and has1) then
kept[#kept + 1] = entry
end
end
rows = kept
end
self._findRowsCache = { src = all, query = self.findQuery, self._findRowsCache = { src = all, query = self.findQuery,
category = self.findCategory, rows = rows } category = self.findCategory, scope = self.modScope, rows = rows }
return rows return rows
end end
+11
View File
@@ -210,6 +210,17 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- (ItemUsePokeFlute, engine/items/item_effects.asm); never consumed. -- (ItemUsePokeFlute, engine/items/item_effects.asm); never consumed.
if itemId == "POKE_FLUTE" then if itemId == "POKE_FLUTE" then
if not battle then if not battle then
if ow and ow.map and ow.map.id == "PEWTER_POKECENTER"
and ow.pikachuPewterSleepScene then
local Follower = require("src.world.PikachuFollower")
local pika = Follower.current(ow)
local player = ow.player
if pika and player
and math.abs(pika.cellX - player.cellX) + math.abs(pika.cellY - player.cellY) == 1 then
return "flute_wake_pikachu", { romText(data, "_PlayedFluteHadEffectText",
"{PLAYER} played the\nPOKé FLUTE.") }
end
end
-- standing next to a not-yet-beaten Snorlax: this is the ONLY way -- standing next to a not-yet-beaten Snorlax: this is the ONLY way
-- Snorlax wakes -- using the flute from the item-use menu, never -- Snorlax wakes -- using the flute from the item-use menu, never
-- just talking to it with the flute in the bag (see -- just talking to it with the flute in the bag (see

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