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Author SHA1 Message Date
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 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
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
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
116 changed files with 7135 additions and 903 deletions
+23 -2
View File
@@ -1,8 +1,9 @@
name: Release
# 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
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) port, then publishes them as a
# IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, the Anbernic
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) and Linux ARM SBC PortMaster
# handheld ports on the self-hosted Mac runner, and publishes them as a
# GitHub Release.
#
# Versioning:
@@ -355,6 +356,20 @@ jobs:
# runtime from PortMaster-GUI, so it needs no signing/notarization.
./build-rg34xxsp.sh --version "${{ needs.version.outputs.version }}"
- name: Build Linux ARM SBC PortMaster port
env:
# The release workflow must package the commit being released. The
# script defaults to the latest published release for standalone
# builds, while this explicit local override keeps CI source-aligned.
GEN1RECOMP_SOURCE_DIR: ${{ github.workspace }}
GEN1RECOMP_RELEASE_TAG: v${{ needs.version.outputs.version }}
run: |
set -euo pipefail
# Same aarch64 PortMaster-style pack for Linux ARM SBC PortMaster. The build
# keeps its own cache because the two scripts use different staging
# layouts and runtime package paths.
./build-linux-arm-sbc.sh --version "${{ needs.version.outputs.version }}"
- name: Notarize & staple macOS app
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
@@ -449,6 +464,11 @@ jobs:
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
# Linux ARM SBC PortMaster handheld port.
sbc="dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip"
[ -f "$sbc" ] || { echo "::error::$sbc not found (expected from ./build-linux-arm-sbc.sh)"; exit 1; }
cp "$sbc" "$outdir/gen1recomp-${v}-sbc-portmaster.zip"
# Platform-independent update payload, built alongside the desktop
# apps above (same game.love that gets fused into each of them).
love_file=".bazinga/work/game.love"
@@ -564,6 +584,7 @@ jobs:
"dist/release/gen1recomp-${v}-switch.zip"
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
"dist/release/gen1recomp-${v}-sbc-portmaster.zip"
"dist/release/gen1recomp-${v}.love"
"dist/release/sha256sums.txt"
)
+7
View File
@@ -68,3 +68,10 @@ mobile/ios/bundle_id.local
/ports/uwp/build/
/ports/uwp/third_party/*/source/
/ports/uwp/third_party/angle/depot_tools/
# Native TLS dialer build output (dotnet publish)
/native/tls_dial/bin/
/native/tls_dial/obj/
/dist/native/
/dist/win/
/.bazinga/
-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 $a0 is HOP_RIGHT), and COLL_UP_WALL side walls (Permissions.lua:170-260 LEDGE_FACINGS/SIDE_BLOCKS/NEIGHBOR_ARM), with a test section at tests/gen2_world_test.lua:2936. But nothing has walked these routes: the bot's section 17 is only travel/walk rows 17.2, 17.11, 17.15 (no pickup rows), so the pit drop, the two HOP exits from the TM pocket, the HOP_DOWN off the shelf, and the X Special ball sitting ON a HOP_LEFT tile (the one placement the asm-walk flags as needing hardware confirmation) are all unproven end to end.
*How to prove it:* Driver or route rows through Victory Road collecting all five balls and both hidden items, specifically exercising the (0,11) pit drop, the (17,19) ladder shelf with HOP_DOWN exit, the two HOP exits from the TM pocket, and interaction with the X Special ball on its HOP_LEFT tile.
*Notes:* Doc rating: unverified/minor, new.
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#!/usr/bin/env bash
# Build a PortMaster aarch64 port of gen1recomp for Linux ARM SBC handhelds.
# The package uses PortMaster control hooks and a self-contained LÖVE runtime,
# while keeping paths relative to the launcher for broad CFW compatibility.
#
# The launcher uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64
# runtime so the device does not need a separate runtime download on first launch.
#
# Usage:
# ./build-linux-arm-sbc.sh [--version X.Y.Z]
# GEN1RECOMP_SOURCE_DIR="$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" \
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$WORK/game-payload.zip" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
fail "payload unexpectedly contains generated ROM data"
fi
payload_list="$(unzip -Z1 "$WORK/game-payload.zip")"
printf '%s\n' "$payload_list" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' \
&& fail "payload unexpectedly contains generated ROM data"
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_gold.json" \
|| fail "payload is missing tools/rom_manifest_gold.json"
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
rm -f "$WORK/game-payload.zip"
+2 -1
View File
@@ -203,7 +203,8 @@ return {
rows[#rows + 1] = { "set_field", "pikachuInBall", true }
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
ow.runner:run(rows, { npc = npc, onDone = done })
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
TEXT_OAKSLAB_RIVAL = {
+24 -7
View File
@@ -206,6 +206,13 @@ M.PALLET_TOWN = {
end
local function escortToLab(oak)
-- PalletMovementScript_OakMoveLeft
-- (engine/overworld/auto_movement.asm) starts MUSIC_MUSEUM_GUY
-- when the escort begins in Yellow. Until then, Pallet Town plays
-- after the battle; Red/Blue leave MUSIC_MEET_PROF_OAK playing.
if yellow then
Music.play(game.data, "Music_MuseumGuy")
end
local numSteps = x - 10
if oak and numSteps > 0 then
ow:scriptMove(oak, "left", numSteps, function()
@@ -249,14 +256,24 @@ M.PALLET_TOWN = {
function()
-- Oak turns toward the horizontally adjacent grass (left exit
-- looks right, right exit looks left -- the
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
-- In pokeyellow, PalletTownOakGreetsPlayerScript turns Oak and
-- PalletTownPikachuBattleScript arms the battle on the next
-- overworld iteration. OverworldLoopLessDelay
-- (home/overworld.asm) burns two DelayFrame calls at the top
-- of each iteration and calls RunMapScript before checking
-- wCurOpponent, so those two DelayFrame calls are what keep
-- Oak's turn on screen before the battle check fires.
if oak then oak.facing = x == 10 and "right" or "left" end
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle:makeOldManDemo("PROF.OAK")
battle.onFinish = function()
afterPikaBattle()
end
game.stack:push(battle)
hold(2, nil, function()
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle:makeOldManDemo("PROF.OAK")
battle.onFinish = function()
afterPikaBattle()
end
-- Use the standard wild-battle entry transition.
Commands.pushBattle(ctx, battle)
end)
end))
end
+4 -2
View File
@@ -36,7 +36,8 @@ M.CERULEAN_MELANIES_HOUSE = {
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "MelanieText5" }
end
ow.runner:run(rows, { npc = npc, onDone = done })
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
-- pet flavor: the text with the species' cry over it
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
@@ -105,7 +106,8 @@ M.VERMILION_CITY = {
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
end
ow.runner:run(rows, { npc = npc, onDone = done })
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
},
}
+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))
return
end
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end
M.VIRIDIAN_CITY = {
+54
View File
@@ -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.
+91
View File
@@ -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.
+104 -9
View File
@@ -68,6 +68,14 @@ optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
`warp`, visible `item`, and untaken `hidden` locations. All fields are
read-only snapshots; mods choose which layers to render.
## 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
Most registries hand the engine *content*. `render_pipelines` hands it
@@ -231,7 +239,18 @@ local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
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
slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
@@ -250,13 +269,21 @@ if capability.canCapture then
end
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
-- After the tool has durably committed its first checkpoint, make a
-- never-saved playthrough reachable through ordinary title boot exactly once.
local anchored, anchorCode, anchorMessage =
mod.checkpoints:ensureNormalSave(game, checkpoint)
```
Checkpoint format 1 supports settled overworld control and proven battle
player-decision safe points. Battle checkpoints are limited to ordinary
single-player wild/trainer origins with no suspended script; link, Safari,
ghost, demo, scripted, animation, message, queue, and forced-action phases fail
closed. New checkpoints preserve gameplay RNG, while legacy overworld records
player-decision safe points. Ordinary single-player wild/trainer encounters are
supported. Scripted story battles are also supported when the engine can detach
their current built-in battle command and data-only row continuation, rebind any
NPC by stable id, and resume the story through a fresh runner. The suspended Lua
coroutine is never serialized. Link, Safari, ghost, demo, opaque callback,
non-data-only script, animation, message, queue, concurrent-script, and
forced-action phases fail closed. New checkpoints preserve gameplay RNG, while legacy overworld records
without RNG remain loadable. Capture excludes global options and runtime
objects. Restore validates format, game/playthrough identity, content,
coordinates, battle relationships, continuation, and RNG before mutation;
@@ -293,7 +320,37 @@ private state. A mod that deliberately stores progress-coupled truth in
cannot distinguish it safely from independent history, configuration, or cache
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
@@ -397,9 +454,12 @@ identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
control the battle text/menu layer and the HP/status panels. Both receive
`(next, state)` and default to `true`, so vanilla rendering is unchanged.
Pushed text boxes also pass through `battle.bottom_ui_visible`; a wrapper that
only owns battle presentation should return `false` only for its active battle
or text-box state.
Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
for that battle, so hiding the bottom layer cannot leave their white backing
behind under another overlay. Text boxes also pass through the hook as their
own state, preserving selective control outside a battle; a wrapper that only
owns battle presentation should return `false` only for its active battle or
text-box state.
`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
(once per frame). Vanilla behavior resolves the per-category GAME SPEED
@@ -449,3 +509,38 @@ platform-bridge mod bundled only with that build's launcher, for example).
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
already falls straight through to the vanilla function when no mod has
wrapped the name, at negligible cost.
## Detached Pokémon icon presentation
`mod.ui.PokemonIcon.draw(game, summary, x, y, opts)` draws the same party icon
the native Party menu would resolve without exposing a live Pokémon record or
the private Party menu. `summary` is the detached data-only shape
`{ species = string, hp = integer, maxHp = integer }`; `opts.selected` and
`opts.counter` optionally request the native selected-icon animation phase.
The engine retains icon ownership. Content registered through
`mod.content.icons`, species `icon` definitions, asset overrides, and the
public `pokemon.icon` hook therefore continue to compose. Invalid summaries
return `false, code, message` and draw nothing. The helper is presentation
only: it does not expose moves, status, checkpoint payloads, or mutable party
state.
## Shared date and time presentation
The global Options menu owns `DATE FORMAT` (`DEVICE`, `DD-MM-YYYY`,
`MM-DD-YYYY`, `YYYY-MM-DD`) and `TIME FORMAT` (`DEVICE`, `24 HOUR`, `12 HOUR`).
These preferences live in `options.lua`, so checkpoint restore never rewinds
them. `DEVICE` uses the process time locale when the platform provides one;
the portable fallback is `DD-MM-YYYY` plus 24-hour time.
Mods format captured timestamps through the read-only public facade:
```lua
local date = mod.datetime:date(game, createdAt)
local time = mod.datetime:time(game, createdAt)
local both = mod.datetime:dateTime(game, createdAt)
```
The live `game` supplies only the current option context. Formatting never
mutates the save, options, or timestamp, and invalid timestamps return
`"----"`.
+1 -3
View File
@@ -27,8 +27,7 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
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:
* **Separate Gold save file** beside the Gen 1 ones
* **COLOR, zoom, tilt, GBC FX, and quick save/load** on the same keys as Gen 1
* **COLOR, zoom, tilt, GBC FX, and quick save/load**
* **UI that stays fixed while the overworld zooms**
* **Border-block surrounds** for maps smaller than the screen
* **Gold-specific launcher options**
@@ -39,5 +38,4 @@ 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
* **On-screen touch pad** and controller SELECT for registered items
Actual approximations, and missing original behavior are documented separately in `docs/known-differences.md`.
+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
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 strongest persistent battle checkpoint the current architecture can prove,
without claiming mid-animation or suspended-script support.
The engine can instead expose a narrow semantic safe point. Ordinary encounters
use fixed engine-owned completion descriptors. A scripted story encounter may
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
@@ -26,7 +29,7 @@ second format-1 runtime kind.
### 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:
```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
faint processing must be settled. The player must actually control the menu.
The underlying overworld must have no running/queued script or scripted move,
and the battle must carry an engine-owned semantic continuation descriptor.
The battle must carry an engine-owned semantic continuation descriptor. An
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`,
`battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari,
ghost, old-man/demo, fishing, static-object, script-suspended, and mod-created
closure continuations remain rejected.
ghost, old-man/demo, fishing, opaque callback continuations, non-data-only
scripts, and unsupported concurrent script work remain rejected.
### 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
NPC freeze state are normalized instead of reviving the old closure.
`Commands.start_battle` is deliberately unsupported: its completion closure
mutates script context and resumes a coroutine whose program counter and Lua
stack cannot be serialized. Existing script rejection remains the correct safe
contract until a separate semantic ScriptRunner checkpoint RFC exists.
For `start_battle`, `rival_battle`, and `static_battle`, the runner records the
detached row list and current command program counter plus stable source/NPC
identity where present. On restore, battle completion starts a fresh runner at
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
@@ -138,3 +153,6 @@ No-mod behavior is unchanged when checkpoints are unused.
- exactly one post-verification `checkpoint.restored` event and none on failure;
- legacy overworld checkpoint compatibility;
- 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.
+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."
@@ -23,6 +23,7 @@
#ifdef LOVE_ANDROID
#include <cerrno>
#include <cstring>
#include <unordered_map>
#include <SDL.h>
@@ -324,6 +325,182 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
return result;
}
/*
* TLS sockets. Same resolution rule as httpDownload above -- the activity's
* own class, never FindClass -- and the same tolerance for an old APK: a
* missing method answers like a platform without TLS instead of aborting.
*/
static jclass tlsActivityClass(JNIEnv *env)
{
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return nullptr;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
return activity;
}
int tlsOpen(const char *host, int port)
{
if (host == nullptr)
return -1;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsOpen", "(Ljava/lang/String;I)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jstring jhost = env->NewStringUTF(host);
jint result = env->CallStaticIntMethod(activity, method, jhost, (jint) port);
env->DeleteLocalRef(jhost);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsStatus(int handle)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsStatus", "(I)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jint result = env->CallStaticIntMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsSend(int handle, const char *data, int length)
{
if (data == nullptr || length <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsSend", "(I[B)I");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jbyteArray payload = env->NewByteArray((jsize) length);
if (payload == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
env->SetByteArrayRegion(payload, 0, (jsize) length, (const jbyte*) data);
jint result = env->CallStaticIntMethod(activity, method, (jint) handle, payload);
env->DeleteLocalRef(payload);
env->DeleteLocalRef(activity);
return (int) result;
}
int tlsReceive(int handle, char *buf, int max)
{
if (buf == nullptr || max <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return -1;
jmethodID method = env->GetStaticMethodID(activity, "tlsReceive", "(II)[B");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return -1;
}
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle, (jint) max);
env->DeleteLocalRef(activity);
if (result == nullptr)
return 0;
jbyteArray bytes = (jbyteArray) result;
jsize length = env->GetArrayLength(bytes);
if (length > max)
length = max;
env->GetByteArrayRegion(bytes, 0, length, (jbyte*) buf);
env->DeleteLocalRef(result);
return (int) length;
}
bool tlsError(int handle, char *buf, int max)
{
if (buf == nullptr || max <= 0)
return false;
buf[0] = '\0';
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return false;
jmethodID method = env->GetStaticMethodID(activity, "tlsError", "(I)Ljava/lang/String;");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jobject result = env->CallStaticObjectMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
if (result == nullptr)
return false;
jstring text = (jstring) result;
const char *utf = env->GetStringUTFChars(text, nullptr);
if (utf != nullptr)
{
strncpy(buf, utf, (size_t) max - 1);
buf[max - 1] = '\0';
env->ReleaseStringUTFChars(text, utf);
}
env->DeleteLocalRef(result);
return buf[0] != '\0';
}
void tlsClose(int handle)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = tlsActivityClass(env);
if (activity == nullptr)
return;
jmethodID method = env->GetStaticMethodID(activity, "tlsClose", "(I)V");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return;
}
env->CallStaticVoidMethod(activity, method, (jint) handle);
env->DeleteLocalRef(activity);
}
/*
* Helper functions for the filesystem module
*/
@@ -98,6 +98,27 @@ bool restartApp();
**/
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
/**
* TLS client sockets (GameActivity.tls*, implemented by TlsSocket.java).
* LuaSocket, which is what LOVE ships, does TCP only, so wss:// is otherwise
* unreachable -- and an Archipelago room hosted on archipelago.gg accepts a
* plain connection only to drop it. The platform has both a TLS stack and the
* system trust store, so this borrows them rather than vendoring mbedTLS.
*
* tlsOpen returns a handle immediately and connects on its own thread: poll
* tlsStatus for 0 connecting / 1 open / 2 closed, and -1 for a handle that
* does not exist. Bytes given to tlsSend before the handshake finishes are
* queued rather than refused. tlsReceive fills buf and returns how much it
* took, 0 when nothing is waiting. A closed connection keeps both its reason
* (tlsError) and whatever arrived before it closed until tlsClose.
**/
int tlsOpen(const char *host, int port);
int tlsStatus(int handle);
int tlsSend(int handle, const char *data, int length);
int tlsReceive(int handle, char *buf, int max);
bool tlsError(int handle, char *buf, int max);
void tlsClose(int handle);
/*
* Helper functions for the filesystem module
*/
@@ -244,6 +244,72 @@ bool System::httpDownload(const char *url, const char *destPath,
#endif
}
int System::tlsOpen(const char *host, int port) const
{
#ifdef LOVE_ANDROID
return love::android::tlsOpen(host, port);
#else
LOVE_UNUSED(host);
LOVE_UNUSED(port);
return -1;
#endif
}
int System::tlsStatus(int handle) const
{
#ifdef LOVE_ANDROID
return love::android::tlsStatus(handle);
#else
LOVE_UNUSED(handle);
return -1;
#endif
}
int System::tlsSend(int handle, const char *data, int length) const
{
#ifdef LOVE_ANDROID
return love::android::tlsSend(handle, data, length);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(data);
LOVE_UNUSED(length);
return -1;
#endif
}
int System::tlsReceive(int handle, char *buf, int max) const
{
#ifdef LOVE_ANDROID
return love::android::tlsReceive(handle, buf, max);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(buf);
LOVE_UNUSED(max);
return -1;
#endif
}
bool System::tlsError(int handle, char *buf, int max) const
{
#ifdef LOVE_ANDROID
return love::android::tlsError(handle, buf, max);
#else
LOVE_UNUSED(handle);
LOVE_UNUSED(buf);
LOVE_UNUSED(max);
return false;
#endif
}
void System::tlsClose(int handle) const
{
#ifdef LOVE_ANDROID
love::android::tlsClose(handle);
#else
LOVE_UNUSED(handle);
#endif
}
bool System::hasBackgroundMusic() const
{
#if defined(LOVE_ANDROID)
@@ -149,6 +149,20 @@ public:
virtual bool httpDownload(const char *url, const char *destPath,
const char *userAgent = nullptr, const char *accept = nullptr) const;
/**
* TLS client sockets (Android only; every call fails elsewhere, where
* LuaSec or another provider is the answer). Non-blocking by contract:
* tlsOpen returns a handle and connects on its own thread, tlsStatus
* reports 0 connecting / 1 open / 2 closed / -1 unknown, and bytes sent
* before the handshake completes are queued rather than refused.
**/
virtual int tlsOpen(const char *host, int port) const;
virtual int tlsStatus(int handle) const;
virtual int tlsSend(int handle, const char *data, int length) const;
virtual int tlsReceive(int handle, char *buf, int max) const;
virtual bool tlsError(int handle, char *buf, int max) const;
virtual void tlsClose(int handle) const;
/**
* Gets if the user is playing music on background.
* Throws an exception on unsupported platforms.
@@ -139,6 +139,79 @@ int w_hasBackgroundMusic(lua_State *L)
return 1;
}
/*
* TLS sockets. Deliberately a handle-and-poll API rather than an object:
* the caller is a per-frame pump that must never block, and everything with
* a thread behind it lives on the Java side.
*/
int w_tlsOpen(lua_State *L)
{
const char *host = luaL_checkstring(L, 1);
int port = (int) luaL_checknumber(L, 2);
lua_pushnumber(L, instance()->tlsOpen(host, port));
return 1;
}
int w_tlsStatus(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
lua_pushnumber(L, instance()->tlsStatus(handle));
return 1;
}
int w_tlsSend(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
size_t length = 0;
const char *data = luaL_checklstring(L, 2, &length);
lua_pushnumber(L, instance()->tlsSend(handle, data, (int) length));
return 1;
}
int w_tlsReceive(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
int max = (int) luaL_optnumber(L, 2, 8192);
if (max <= 0)
{
lua_pushliteral(L, "");
return 1;
}
// A frame's worth of a busy room, on the C stack rather than the heap:
// this runs every frame and an allocation per poll is not worth it.
if (max > 65536)
max = 65536;
char buf[65536];
int got = instance()->tlsReceive(handle, buf, max);
if (got < 0)
{
lua_pushnil(L);
return 1;
}
lua_pushlstring(L, buf, (size_t) got);
return 1;
}
int w_tlsError(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
char buf[512];
if (!instance()->tlsError(handle, buf, (int) sizeof(buf)))
{
lua_pushnil(L);
return 1;
}
lua_pushstring(L, buf);
return 1;
}
int w_tlsClose(lua_State *L)
{
int handle = (int) luaL_checknumber(L, 1);
instance()->tlsClose(handle);
return 0;
}
static const luaL_Reg functions[] =
{
{ "getOS", w_getOS },
@@ -153,6 +226,12 @@ static const luaL_Reg functions[] =
{ "syncHealthSteps", w_syncHealthSteps },
{ "restartApp", w_restartApp },
{ "httpDownload", w_httpDownload },
{ "tlsOpen", w_tlsOpen },
{ "tlsStatus", w_tlsStatus },
{ "tlsSend", w_tlsSend },
{ "tlsReceive", w_tlsReceive },
{ "tlsError", w_tlsError },
{ "tlsClose", w_tlsClose },
{ "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 }
};
@@ -606,6 +606,45 @@ public class GameActivity extends SDLActivity {
* The body lands in a .part file and is renamed only once complete, so a
* dropped connection can never leave a half file the caller trusts.
*/
/**
* TLS client sockets, exposed as love.system.tls* and used by the
* Archipelago mod for wss:// rooms. LuaSocket speaks TCP only, so without
* these a hosted room -- every one of which is TLS-only -- is unreachable
* from the game. The work is in TlsSocket; these are the static entry
* points, because the JNI side resolves methods on the activity's own
* class (see love/src/common/android.cpp) and cannot see other classes
* from a worker thread.
*/
@Keep
public static int tlsOpen(String host, int port) {
return TlsSocket.open(host, port);
}
@Keep
public static int tlsStatus(int handle) {
return TlsSocket.status(handle);
}
@Keep
public static int tlsSend(int handle, byte[] data) {
return TlsSocket.send(handle, data);
}
@Keep
public static byte[] tlsReceive(int handle, int max) {
return TlsSocket.receive(handle, max);
}
@Keep
public static String tlsError(int handle) {
return TlsSocket.error(handle);
}
@Keep
public static void tlsClose(int handle) {
TlsSocket.close(handle);
}
@Keep
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
if (url == null || destPath == null) return false;
@@ -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;
}
}
+14
View File
@@ -12,6 +12,20 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"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",
"date": "2026-08-10",
+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>
+30
View File
@@ -0,0 +1,30 @@
# 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.
## 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;
}
}
+51 -3
View File
@@ -27,10 +27,9 @@ APPLICATION_ID="com.theboisclub.pokemonred"
LOVE_ANDROID_VERSION="11.5a"
NDK_VERSION="25.2.9519653"
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}"
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=""
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"
}
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 $GOLD_MANIFEST_URL"
}
# --------------------------------------------------------------- branding
# love-android 11.5+ reads app id / name / orientation from gradle.properties.
# Manifest still gets permission trims. Re-applied every build so refreshing
@@ -194,6 +241,7 @@ PY
pack_game_love() {
say "packing game.love for love-android embed flavor"
ensure_yellow_manifest
ensure_gold_manifest
mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE"
# tools/save-editor ships with the app: the launcher's Edit button on a save
+94
View File
@@ -0,0 +1,94 @@
# Build a Windows win64 Gen1Recomp zip with native TLS (gen1tls.dll).
#
# Usage:
# powershell -ExecutionPolicy Bypass -File scripts\build_windows.ps1 [-Version 0.1.77]
#
# Produces:
# dist\win\gen1recomp-<version>-windows.zip
# gen1recomp.exe fused LÖVE + game.love
# gen1tls.dll Native AOT TLS dialer (Schannel via SslStream)
#
# Requires: .NET 8 SDK (for Native AOT), Git Bash, and tools/winbuild on PATH
# for pack_love.sh under Git Bash on Windows.
param(
[string]$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)" }
+3
View File
@@ -357,6 +357,9 @@ cp -R "$jit_share/jit" "$APPDIR/share/$LUAJIT_SHARE_DIR/"
# --------------------------------------------------------------- branding
cp "$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
# .DirIcon is what appimaged and file-manager thumbnailers read.
cp "$IN/icon.png" "$APPDIR/$APP_NAME.png"
@@ -167,5 +167,7 @@ trap 'rm -rf "$temp_dir"' EXIT
unzip -p "$temp_dir/game.love" src/core/Version.lua \
| grep -Eq 'engine[[:space:]]*=[[:space:]]*"1\.2\.3"' \
|| fail "shared payload version was not stamped"
grep -qxF "tools/rom_manifest_gold.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_gold.json"
say "Linux arm64 self-test passed"
+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 "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
run_tier "T4 mod-SDK" "$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,
# 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
+63 -10
View File
@@ -21,12 +21,14 @@ local MoveEffects = require("src.battle.MoveEffects")
local Party = require("src.pokemon.Party")
local Pokemon = require("src.pokemon.Pokemon")
local Runtime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Screens = require("src.ui.Screens")
local Status = require("src.battle.Status")
local Timing = require("src.core.Timing")
local TrainerAI = require("src.battle.TrainerAI")
local TurnOrder = require("src.battle.TurnOrder")
local TypeChart = require("src.battle.TypeChart")
local UIVisibility = require("src.battle.UIVisibility")
local RomText = require("src.core.RomText")
local Strings = require("src.core.Strings")
local WideBattle = require("src.battle.WideBattle")
@@ -134,9 +136,7 @@ function BattleState:sgbPalettes()
end
function BattleState:bottomUIVisible()
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
return Runtime.call("battle.bottom_ui_visible", function() return true end,
self) ~= false
return UIVisibility.bottomVisible(self, true)
end
function BattleState:statusHUDVisible()
@@ -145,6 +145,17 @@ function BattleState:statusHUDVisible()
self) ~= false
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()
if self:wideLayout() then return true end
if not Runtime.wantsHook("battle.move_grid_navigation") then return false end
@@ -1871,9 +1882,18 @@ function BattleState:update(dt)
-- its own has no slide to wait for.
if (self.introSlide or 0) > 0 then return end
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"
elseif self.afterQueue == "finish" then
elseif destination == "finish" then
self:finish()
end
end
@@ -1942,6 +1962,17 @@ function BattleState:update(dt)
self:resolveTurn(locked)
return
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 row = math.floor((self.menuIndex - 1) / 2)
if input:wasPressed("left") then
@@ -2194,8 +2225,13 @@ function BattleState:openOldManBag()
self.afterQueue = "menu"
self:ui(function()
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", {
{ value = "POKE_BALL", label = Strings("POKé BALL"), right = "x50" },
{ value = "POKE_BALL", label = Strings("POKé BALL"), right = qty },
}, {
script = function(l)
l.scriptTimer = (l.scriptTimer or 0) + 1
@@ -4779,7 +4815,7 @@ end
-- Party pokeball row (SetupPokeballs tiles: ball / status ball /
-- fainted ball / empty), 6 slots stepping dx from (x,y).
local ballQuads
function BattleState:drawBallRow(party, x, y, dx)
local function balls()
if ballQuads == nil then
local ok, img = pcall(love.graphics.newImage, "assets/generated/battle/balls.png")
if ok then
@@ -4791,11 +4827,23 @@ function BattleState:drawBallRow(party, x, y, dx)
ballQuads = false
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
local mon = party[i]
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
@@ -5511,7 +5559,12 @@ function BattleState:drawHUDs(slide)
love.graphics.translate(hudShake, 0)
end
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
Font.draw(self:statusLabel({ status = self.enemy.shownStatus }), 40, 8)
else
+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
+47 -8
View File
@@ -217,7 +217,7 @@ function Battle.new(opts)
opts = opts or {}
local self = setmetatable({}, Battle)
self.data = opts.data or {}
self.random = opts.random
self.random = opts.random or function(n) return rand(nil, n) end
self.party = opts.party or {}
self.trainer = opts.trainer
self.save = opts.save
@@ -271,6 +271,13 @@ function Battle.new(opts)
self.enemy = self.enemyParty[self.enemyIndex]
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
-- NewEnemyMonStatus run at the first send-out of every battle.
self:clearAllVolatiles()
@@ -1246,14 +1253,14 @@ function Battle:dealDamage(attacker, defender, damage, opts)
return damage
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 before = mon.hp or 0
mon.hp = math.min(maxHp, before + math.max(0, math.floor(amount or 0)))
local healed = mon.hp - before
if healed > 0 then
self:emit({ kind = "heal", side = self:sideOf(mon), amount = healed,
hp = mon.hp })
hp = mon.hp, anim = opts and opts.anim })
end
return healed
end
@@ -1655,7 +1662,7 @@ function Battle:useMove(attacker, defender, moveId)
state.rolloutLock = nil
end
local hits = Effects.hitCount(def.effect, self.random)
local hits = Effects.hitCount(def.effect, self:roller())
local landed = 0
for hit = 1, hits do
if (defender.hp or 0) <= 0 then break end
@@ -2600,6 +2607,35 @@ Battle.MOVE_EFFECTS.EFFECT_FORCE_SWITCH = function(self, attacker, defender,
self.forcedSwitch = true
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 three tables above as records, in the shape src/mods/Schemas.lua's
@@ -3149,7 +3185,8 @@ function Battle:giveExperiencePass(loser, def, recipients, count, halved)
-- ChangeHappiness is outside the level loop.
Happiness.change(mon, "GAINLEVEL")
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
local ok, reason, entry = Mon.learnMove(mon, moveId, self.data)
local moveDef = self:moveDef(moveId)
@@ -3615,7 +3652,7 @@ end
-- 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.
-- Trainers never let you run.
function Battle:tryRun()
function Battle:tryRun(pSpd)
-- .cant_escape and .cant_run_from_trainer leave wBattlePlayerAction alone,
-- 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
@@ -3647,7 +3684,8 @@ function Battle:tryRun()
return false
end
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:emit({ kind = "run", text = "Got away safely!" })
self:endBattle("run")
@@ -4442,7 +4480,8 @@ function Battle:tickHeldItem(mon)
end
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
self:emit({ kind = "message",
text = name .. " ate the " .. (def.name or "BERRY") .. "!" })
+13 -6
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
-- fallthrough in .DetermineNumberOfHits produces.
function Effects.multiHitCount(random)
local roll = random and random(4) or 0
if roll < 2 then return roll + 2 end
-- Hits 4 and 5 take a second roll, so each ends up half as likely.
local second = random and random(2) or 0
return second + 4
local function roll(n)
if random then return random(n) end
if love and love.math and love.math.random then
return love.math.random(n) - 1
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
Effects.HIT_COUNTS = {
EFFECT_DOUBLE_HIT = 2,
EFFECT_POISON_MULTI_HIT = 2,
-- Triple Kick stops early if a hit misses; Battle rolls that per hit.
EFFECT_TRIPLE_KICK = 3,
}
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)
end
return Effects.HIT_COUNTS[effect] or 1
+26 -3
View File
@@ -68,7 +68,16 @@ function Mon.stats(baseStats, dvs, level, statExp)
baseStats = baseStats or {}
dvs = dvs 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
+ math.floor(math.sqrt(statExp.hp or 0) / 4)) * level) / 100)
+ 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
-- per-stat keys are still read as a fallback for a record written before
-- the shared word existed.
specialAttack = statValue(baseStats.specialAttack, dvs.special, level,
specialAttack = statValue(baseStats.specialAttack, specialDv, level,
statExp.special or statExp.specialAttack),
specialDefense = statValue(baseStats.specialDefense, dvs.special, level,
specialDefense = statValue(baseStats.specialDefense, specialDv, level,
statExp.special or statExp.specialDefense),
}
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.
Mon.STAT_EXP_ORDER = { "hp", "attack", "defense", "speed", "special" }
+25 -2
View File
@@ -4,6 +4,7 @@
local BattleCheckpoint = {}
local BattleState = require("src.battle.BattleState")
local ScriptRunner = require("src.script.ScriptRunner")
local BUILTIN_RULESETS = {
gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
modern_clean = require("src.battle.rulesets.modern_clean"),
@@ -158,7 +159,9 @@ function BattleCheckpoint.validate(game, checkpoint)
end
local expectedOrigin = model.kind == "wild" and "wild_encounter"
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
return nil, "battle_origin_unsupported",
"Battle continuation data is unsupported or inconsistent."
@@ -167,7 +170,27 @@ function BattleCheckpoint.validate(game, checkpoint)
or type(rulesets(game)[model.rulesetId]) ~= "table" then
return nil, "invalid_content", "Battle ruleset is unavailable."
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.partyIndex ~= (model.partyIndex or 1)) then
return nil, "battle_origin_unsupported",
+135 -65
View File
@@ -7,6 +7,7 @@ local Version = require("src.core.Version")
local BattleState = require("src.battle.BattleState")
local BattleCheckpoint = require("src.core.BattleCheckpoint")
local ModRuntime = require("src.mods.Runtime")
local BattleSafety = require("src.battle.BattleSafety")
local Checkpoint = {}
@@ -36,61 +37,9 @@ local function scriptsBusy(ow)
or nonempty(ow.scriptMoves)
end
local BATTLE_BUSY_FIELDS = {
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
"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
local function inspectBattle(game, battle)
local allowed, reason, message = BattleSafety.inspect(game, battle)
if not allowed then return refusal("battle", reason, message) end
return { canCapture = true, canRestore = true, kind = "battle" }
end
@@ -109,7 +58,7 @@ function Checkpoint.inspect(game)
end
local top = game.stack and game.stack.top and game.stack:top()
if getmetatable(top) == BattleState then
return inspectBattle(ow, top)
return inspectBattle(game, top)
end
if top ~= ow then
return refusal("overworld", "screen_busy",
@@ -246,7 +195,7 @@ end
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
return nil, "invalid_checkpoint", "Checkpoint root must be a table."
end
@@ -264,13 +213,16 @@ local function validate(game, checkpoint)
end
local identity = copy.identity
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"
or type(identity.gameVersion) ~= "string"
or type(identity.playthroughId) ~= "string" then
return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
end
if identity.gameVersion ~= current.version then
if identity.gameVersion ~= currentVersion then
return nil, "wrong_game", "Checkpoint belongs to another game version."
end
if identity.playthroughId ~= currentId then
@@ -383,6 +335,49 @@ local function firstDifference(a, b, path)
return nil
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)
local capability = Checkpoint.inspect(game)
if not capability.canRestore then
@@ -400,12 +395,7 @@ function Checkpoint.restore(game, checkpoint)
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
if restored and equalData(restored, validated) then
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = validated.kind,
})
end
emitRestored(game, validated)
return true
end
err = restored and ("restored state differed at "
@@ -421,4 +411,84 @@ function Checkpoint.restore(game, checkpoint)
return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
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
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
+13 -2
View File
@@ -203,7 +203,8 @@ function ChipAudio.playMusic(data, header, allowLoops)
cmdCh:push({ cmd = "play", gen = gen, header = header,
allowLoops = allowLoops, audio = slimAudio(data),
channelVolumes = ChipSynth.getChannelVolumes(),
channelPitches = ChipSynth.getChannelPitches() })
channelPitches = ChipSynth.getChannelPitches(),
stereo = ChipSynth.getStereo() })
currentMusic = { source = source, gen = gen, threaded = true,
started = false, finished = false }
-- playback starts in update() once the first buffer arrives (~1 frame)
@@ -214,7 +215,8 @@ local function pushChannelMix()
if workerReady and cmdCh then
cmdCh:push({ cmd = "channelMix",
volumes = ChipSynth.getChannelVolumes(),
pitches = ChipSynth.getChannelPitches() })
pitches = ChipSynth.getChannelPitches(),
stereo = ChipSynth.getStereo() })
end
end
@@ -352,6 +354,15 @@ function ChipAudio.shutdown()
workerReady = false
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
-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
function ChipAudio.setChannelVolume(hw, scale)
+19 -4
View File
@@ -29,6 +29,18 @@ ChipSynth.SAMPLE_RATE = SAMPLE_RATE
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
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).
-- 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
@@ -760,11 +772,14 @@ function Channel:nextEventGen2()
-- no-op for the PCM renderer
elseif command == 0xEE then -- unknownmusic0xee
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 mask = bit.lshift(1, self.hardware - 1)
local default = bit.bor(bit.lshift(mask, 4), mask)
self.tracks = bit.band(packed, default)
if stereoEnabled then
local mask = bit.lshift(1, self.hardware - 1)
local default = bit.bor(bit.lshift(mask, 4), mask)
self.tracks = bit.band(packed, default)
end
elseif command == 0xF0 then -- sfx_toggle_noise
if self.noiseSampling then
self.noiseSampling = false
+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.stack:push(OverworldState, self.save.player.map,
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",
function() end)
end,
onContinue = function()
local loaded, recovered = SaveData.load()
if loaded then
self:restoreSave(loaded, recovered)
self:restoreSave(loaded, recovered, { freshBoot = true })
end
end,
})
@@ -639,7 +640,12 @@ function Game:keypressed(key)
return
elseif key == "f2" then
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
elseif key == "-" then
self:zoomStep(-1)
@@ -1124,7 +1130,7 @@ function Game:applyOptions(opts)
if gbcCleared then self:writeOptions() end
end
function Game:restoreSave(loaded, recovered)
function Game:restoreSave(loaded, recovered, opts)
if ModRuntime.wants("save.loading") then
ModRuntime.emit("save.loading", { raw = loaded })
end
@@ -1157,8 +1163,12 @@ function Game:restoreSave(loaded, recovered)
end
-- rebuild the state stack from the save
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,
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
if not SaveData.emptyReport(report) then
-- 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:adoptSave(loaded)
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,
loaded.player.x, loaded.player.y, loaded.player.facing,
{ via = "checkpoint", checkpoint = true })
{ via = "checkpoint", checkpoint = true, freshBoot = true })
end
-- Install a reconstructed battle without calling BattleState:enter(), whose
+30 -39
View File
@@ -109,6 +109,12 @@ local function makeStack()
return StateStack
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 chunk = love.filesystem.load(path)
if not chunk then return nil end
@@ -140,7 +146,7 @@ Game2.anchorNewGameClock = anchorNewGameClock
function Game2.new()
local self = setmetatable({
speedOverride = 1,
speedOverride = nil,
capturePath = nil,
world = nil,
status = nil,
@@ -975,27 +981,9 @@ function Game2:load()
local Pipelines = require("src.render.Pipelines")
Pipelines.install(self.data)
Pipelines.applyOptions(self.options)
-- Gold composites the WHOLE-FRAME half of a pipeline (`present`) and not the
-- world half: its overworld draws straight to the window rather than into a
-- canvas the way src/world/OverworldController.lua:4827 hands one to
-- 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
-- Both halves run on Gold now: `present` folds over the composite in
-- Game2:draw, `drawWorld` owns the world pass in World:drawPipeline. So a
-- restored world level stays switched on, as it does for Gen 1.
-- 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
@@ -1112,19 +1100,20 @@ function Game2:update(dt)
-- 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.
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:
-- 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
-- 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,
tonumber(self.speedOverride) or tonumber(self.options and self.options.speed)
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:update(dt * speed)
end
@@ -1458,8 +1447,7 @@ end
-- them but the Pokegear, whose paper is RGB 28,31,20. Nil means white, which
-- is what Font.drawBox does by default.
function Game2:textboxPaper()
local base = self.stack and self.stack.states
and self.stack.states[self.stack:visibleBase()]
local base = visibleBaseState(self.stack)
if base and base.paperColor then return base:paperColor() end
return nil
end
@@ -1472,10 +1460,11 @@ function Game2:drawScene(w, h)
if self:inFillBoot() then
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
-- 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
or (base and base.drawsWidescreen and base:drawsWidescreen()
and base.drawWidescreen and base)
@@ -1524,8 +1513,9 @@ function Game2:drawScene(w, h)
-- PARTY, PACK, #DEX, PC, DAY-CARE, MAILBOX and TRADE screens whenever a
-- TextBox goes up over them.
local top = self.stack:top()
local base = self.stack.states[self.stack:visibleBase()]
local wide = (top and top.drawsWidescreen and top:drawsWidescreen()
local base = visibleBaseState(self.stack)
local wide = (self.stack:renderVisible(top)
and top.drawsWidescreen and top:drawsWidescreen()
and top.drawWidescreen) and top
or (base and base.drawsWidescreen and base:drawsWidescreen()
and base.drawWidescreen and base)
@@ -1921,11 +1911,12 @@ function Game2:applyOptions()
-- 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
require("src.render.Pipelines").applyOptions(options)
-- options.touchControls (the launcher editor's per-orientation layouts) and
-- options.haptics, the same two keys Gen 1 hands over here
-- (src/core/Game.lua:1073). One options.lua serves both games, so the pad a
-- player laid out for Red is already the pad Gold draws.
TouchControls:applyOptions(options)
-- src/core/Game.lua:1121 mirrors this call for Gen 1
Input:applyBindings(options.bindings)
TouchControls:applyOptions({
touchControls = options.touchControls,
haptics = options.haptics,
})
local GBCFX = require("src.render.GBCFX")
if GBCFX.applyOptions(options) and self.save then
-- applyOptions returns true when it had to clear an unsupported level.
+34
View File
@@ -119,6 +119,34 @@ function Input:reset()
self.stickAxis = { x = 0, y = 0 }
self.stickDir = nil
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
-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
@@ -154,6 +182,7 @@ local function release(self, btn, source)
end
function Input:keypressed(key)
noteCapture(self, "key", "pressed", key)
local btn = self.keyBindings[key]
if btn then
press(self, btn, "key:" .. key)
@@ -161,6 +190,7 @@ function Input:keypressed(key)
end
function Input:keyreleased(key)
noteCapture(self, "key", "released", key)
local btn = self.keyBindings[key]
if btn then
release(self, btn, "key:" .. key)
@@ -221,6 +251,7 @@ function Input:sourceRelease(btn, source)
end
function Input:gamepadpressed(joystick, button)
noteCapture(self, "pad", "pressed", button)
local btn = self.padBindings[button]
if btn then
press(self, btn, "pad:" .. button)
@@ -228,6 +259,7 @@ function Input:gamepadpressed(joystick, button)
end
function Input:gamepadreleased(joystick, button)
noteCapture(self, "pad", "released", button)
local btn = self.padBindings[button]
if btn then
release(self, btn, "pad:" .. button)
@@ -249,12 +281,14 @@ end
function Input:joystickpressed(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
noteCapture(self, "joy", "pressed", button)
local btn = self.joyBindings[button]
if btn then press(self, btn, "joy:" .. button) end
end
function Input:joystickreleased(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
noteCapture(self, "joy", "released", button)
local btn = self.joyBindings[button]
if btn then release(self, btn, "joy:" .. button) end
end
+2
View File
@@ -460,6 +460,8 @@ end
function Music.applyOptions(opts)
Music.setVolumeLevel(opts and opts.musicVol or 7)
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
local function sourceStopped(src)
+87 -3
View File
@@ -341,6 +341,12 @@ function SaveData.defaultOptions()
-- gets the tick without going looking for the row. Inert wherever the
-- overlay never appears (desktop) or LOVE has no vibrator.
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
@@ -760,6 +766,15 @@ local function tryMigrateLegacy(version, fs)
local opts = SaveData.loadOptions(fs)
opts.saveSlots = opts.saveSlots or {}
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)
return id
end
@@ -785,9 +800,9 @@ end
-- (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.
function saveNames(version)
function saveNames(version, injectedFs)
version = version or GameVersion.get()
local fs = persistFs(nil)
local fs = persistFs(injectedFs)
ensureVersionSlots(version, fs)
local slot = activeSlotCache[version]
if slot then return slotNames(version, slot) end
@@ -1075,7 +1090,17 @@ local function rememberPlaythroughId(save, opts, injectedFs)
if type(id) ~= "string" or id == "" then return opts, false end
local version = save.version or GameVersion.get()
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[version] = opts.playthroughIds[version] or {}
local changed = opts.playthroughIds[version][scope] ~= id
@@ -1110,6 +1135,65 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
return id
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
-- the version/engine/mod-set stamp every v2 save carries; mods is the
+4
View File
@@ -211,6 +211,10 @@ function TouchControls.defaultLayout(ww, wh, ox, oy, scale)
local abW = dpadW * 0.46
local ssW = dpadW * 0.30
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 {
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 },
+4
View File
@@ -53,6 +53,9 @@ local function handle(cmd)
if cmd.channelPitches ~= nil then
ChipSynth.setChannelPitches(cmd.channelPitches)
end
if cmd.stereo ~= nil then
ChipSynth.setStereo(cmd.stereo)
end
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
{ allowLoops = cmd.allowLoops })
if ok then
@@ -69,6 +72,7 @@ local function handle(cmd)
elseif cmd.cmd == "channelMix" then
if cmd.volumes ~= nil then ChipSynth.setChannelVolumes(cmd.volumes) 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
ChipSynth.invalidateBanks()
elseif cmd.cmd == "quit" then
+2 -2
View File
@@ -96,7 +96,7 @@ function Nests.landmark(data, index)
end
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
end
@@ -131,7 +131,7 @@ function Nests.find(data, species, region, save)
out[#out + 1] = landmark
end
local enc = data and data.encounters
local enc = data and data.gen2Encounters
for _, key in ipairs({ "grass", "water" }) do
for mapId, entry in pairs((enc and enc[key]) or {}) do
if tableHasSpecies(entry, species) then
+12
View File
@@ -127,6 +127,9 @@ end
Save.filenames = saveNames
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
end
@@ -272,6 +275,8 @@ Save.DEFAULT_OPTIONS = {
musicVol = 7, -- 0-7, like the GB's NR50 master volume
sfxVol = 7, -- 0-7
musicFilter = 0, -- low-pass steps, 0 = off
haptics = "light",
touchControls = { enabled = true },
}
function Save.defaultOptions()
@@ -716,6 +721,13 @@ end
-- copy is the witness that survives a crash mid-replace.
function Save.save(save)
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 f = fs()
if not f then return false, "no filesystem" end
+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 table.remove(pixels) end
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
function RomExtractorGen2:extractConstants()
+41 -2
View File
@@ -1370,6 +1370,10 @@ function RomImporter.new(onComplete, opts)
end
end
if GameVersion.VERSIONS[self.tab] then
self.modScope = self.tab
end
return self
end
@@ -2627,6 +2631,9 @@ function RomImporter:_switchTab(id)
self.tab = id
self._findSearchFocus = false
self:_disarmTextInput()
if GameVersion.VERSIONS[id] then
self:_setModScope(id)
end
end
function RomImporter:_toggleFindSearchFocus()
@@ -2937,6 +2944,13 @@ function RomImporter:_refreshMods()
end
end
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)
end
@@ -3586,7 +3600,7 @@ function RomImporter:_findRows()
-- index, query, or category actually changed.
local c = self._findRowsCache
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
end
local ModIndex = require("src.mods.ModIndex")
@@ -3594,8 +3608,33 @@ function RomImporter:_findRows()
query = self.findQuery,
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,
category = self.findCategory, rows = rows }
category = self.findCategory, scope = self.modScope, rows = rows }
return rows
end
+72
View File
@@ -6,6 +6,7 @@ local GameVersion = require("src.core.GameVersion")
local Version = require("src.core.Version")
local Assets = require("src.render.Assets")
local ModUI = require("src.ui.ModUI")
local DateTime = require("src.core.DateTime")
local AssetTransform = require("src.mods.AssetTransform")
local Manifest = require("src.mods.Manifest")
local Merge = require("src.mods.Merge")
@@ -22,6 +23,8 @@ local Loader = {}
Loader.__index = Loader
local MOD_STATE_FILE = "mod_state.lua" -- legacy migration only
local OPTION_SCHEMAS_FILENAME = "mod_option_schemas.json"
local OPTION_SCHEMAS_VERSION = 1
-- The working tree's engine version is the "0.0.0-dev" placeholder that CI
-- restamps into the packed game.love (src/core/Version.lua:7), and it sorts
@@ -338,6 +341,57 @@ function Loader:_saveState()
SaveData.saveOptions(options, self.fs)
end
-- Export the runtime option schemas after mod entry chunks have run. This
-- is an optional, data-only handoff for native launchers: they must not run
-- arbitrary mod code before boot just to discover settings. The snapshot is
-- deliberately written beside options.lua so every platform's native shell
-- can use the same filesystem contract.
function Loader:_writeOptionSchemas()
if not self.fs.write then return end
local mods = {}
for id, mod in pairs(self.mods) do
if mod.enabled and not mod.failed then
local schema = self.optionSchemas[id]
-- Keep the legacy manifest options_schema path visible to native
-- consumers too. ManagerState loads this same data-only chunk on
-- demand; using it here means older mods do not need to migrate to
-- mod.options:define just to appear in a launcher settings screen.
if schema == nil and mod.manifest.options_schema and self.fs.load then
local chunk = self.fs.load(mod.path .. "/" .. mod.manifest.options_schema)
if chunk then
local ok, rows = pcall(chunk)
if ok and type(rows) == "table" then schema = rows end
end
end
if schema ~= nil then
mods[id] = schema
end
end
end
-- Do not create storage on a fresh mod-free boot, but do overwrite an old
-- snapshot when the current boot has no schemas so disabled/failed mods do
-- not leave stale native settings rows behind.
if next(mods) == nil
and not (self.fs.getInfo and self.fs.getInfo(OPTION_SCHEMAS_FILENAME)) then
return
end
local ok, encoded = pcall(Json.encode, {
schema_version = OPTION_SCHEMAS_VERSION,
mods = mods,
})
if not ok then
Logger.warn("mod option schema export: failed to encode: %s", tostring(encoded))
return
end
local written, err = self.fs.write(OPTION_SCHEMAS_FILENAME, encoded)
if not written then
Logger.warn("mod option schema export: failed to write: %s", tostring(err))
end
end
function Loader:setEnabled(id, enabled)
if not self.mods[id] then return false end
self.disabled[id] = not enabled
@@ -917,6 +971,16 @@ function Loader:_api(mod)
-- the widget toolkit facade (12 4.5) is one shared surface, not
-- per-mod state; each widget inside it loads on first touch
ui = ModUI,
-- Read-only shared timestamp presentation using current options.lua
-- preferences. The live game supplies only the current option context;
-- checkpoint/save data never changes as a side effect.
datetime = {
date = function(_, game, timestamp) return DateTime.date(game, timestamp) end,
time = function(_, game, timestamp) return DateTime.time(game, timestamp) end,
dateTime = function(_, game, timestamp)
return DateTime.dateTime(game, timestamp)
end,
},
-- namespaced per mod; M11 backs these with save.modData /
-- options.modOptions, the shape mods compile against is already final
save = {
@@ -940,6 +1004,7 @@ function Loader:_api(mod)
-- callers never receive paths or a raw filesystem handle.
storage = {
context = function(_, game) return storage:context(game) end,
selected = function(_, game) return storage:selected(game) end,
write = function(_, game, key, value) return storage:write(game, key, value) end,
read = function(_, game, key) return storage:read(game, key) end,
list = function(_, game, prefix) return storage:list(game, prefix) end,
@@ -953,6 +1018,12 @@ function Loader:_api(mod)
restore = function(_, game, checkpoint)
return Checkpoint.restore(game, checkpoint)
end,
resume = function(_, game, checkpoint)
return Checkpoint.resume(game, checkpoint)
end,
ensureNormalSave = function(_, game, checkpoint)
return Checkpoint.ensureNormalSave(game, checkpoint, loader.fs)
end,
},
options = {
define = function(_, schema)
@@ -1403,6 +1474,7 @@ function Loader:load(data)
-- which resolves every path to itself (14 §asset resolution).
Assets.installLoader(self)
self.events:emit("mods.loaded", { loader = self, data = data })
self:_writeOptionSchemas()
self.initialized = true
return #self.errors == 0
end
+58
View File
@@ -79,6 +79,64 @@ function Storage:_scope(game)
base = base, fs = fs }
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
-- Bind this mod only to the engine-selected existing playthrough while the
-- title session is active. Unlike _scope this must never allocate an identity:
-- browsing history before the first normal SAVE is a read of durable state,
-- not the start of a New Game. The returned facade closes over its private
-- proxy game, so callers cannot substitute another playthrough id or path.
function Storage:selected(game)
if not isTitleSession(game) then
return failure("not_at_title",
"Selected playthrough storage is available only from the title session.")
end
local save = game and game.save
local version = save and save.version
if not validSegment(version) then
return failure("not_in_playthrough",
"The title session has no selected game version.")
end
local playthroughId, code, message =
SaveData.selectedPlaythroughId(save, self.injectedFs)
if not validSegment(playthroughId) then return failure(code, message) end
local selectedGame = {
save = { version = version, meta = { playthroughId = playthroughId } },
}
local context = {
engineVersion = Version.engine,
gameVersion = version,
playthroughId = playthroughId,
}
local normal = SaveData.selectedNormalSaveInfo(save, self.injectedFs)
if type(normal) == "table" and normal.savedAt ~= nil then
context.normalSavedAt = normal.savedAt
end
return {
context = function()
local copy = {
engineVersion = context.engineVersion,
gameVersion = context.gameVersion,
playthroughId = context.playthroughId,
}
if context.normalSavedAt ~= nil then copy.normalSavedAt = context.normalSavedAt end
return copy
end,
read = function(_, key) return self:read(selectedGame, key) end,
write = function(_, key, value) return self:write(selectedGame, key, value) end,
list = function(_, prefix) return self:list(selectedGame, prefix) end,
delete = function(_, key) return self:delete(selectedGame, key) end,
}
end
function Storage:context(game)
local scope, code, message = self:_scope(game)
if not scope then return nil, code, message end
+6 -7
View File
@@ -7,7 +7,7 @@
-- the text is exhausted and A is pressed, then calls onDone.
local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime")
local UIVisibility = require("src.battle.UIVisibility")
local Theme = require("src.ui.Theme")
local Timing = require("src.core.Timing")
@@ -19,6 +19,8 @@ TextBox.isTextBox = true
-- construction time, so an unthemed boot stays byte-identical
local BOX_TX, BOX_TY, BOX_TW, BOX_TH = 0, 12, 20, 6
local MAX_COLS = 18
-- pokegold constants/ram_constants.asm: TEXT_DELAY_FAST/MED/SLOW = 1/3/5
local NAME_DELAYS = { FAST = 1, MID = 3, SLOW = 5 }
-- opts.choice: when the last page has typed out, a YES/NO ChoiceBox pops
-- up over the still-visible text (YesNoChoicePokeCenter and friends);
@@ -352,7 +354,8 @@ function TextBox:update(dt)
-- typewriter cadence: one character every N frames, N = the OPTION
-- text speed (TextSpeedOptionData frame delays 1/3/5); holding A/B
-- prints every frame like the original's held-button fast path
local delay = (self.game.save.options and self.game.save.options.textSpeed) or 3
local rawSpeed = self.game.save.options and self.game.save.options.textSpeed
local delay = NAME_DELAYS[rawSpeed] or rawSpeed or 3
if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end
if input:isDown("a") or input:isDown("b") then delay = 1 end
self.charTimer = (self.charTimer or 0) + 1
@@ -390,11 +393,7 @@ function TextBox:update(dt)
end
function TextBox:draw()
if Runtime.wantsHook("battle.bottom_ui_visible")
and Runtime.call("battle.bottom_ui_visible", function() return true end,
self) == false then
return
end
if not UIVisibility.bottomVisible(self, true) then return end
-- The dialogue box belongs against the bottom of the screen, not floating
-- in the middle of a zoomed-out letterbox. Declared per frame; the
-- renderer blits this region to the screen edge and the rest of the UI
+41 -22
View File
@@ -280,10 +280,44 @@ function Commands.save_end_battle_text(ctx, textId)
ctx.endBattleText = TextBox.substitute(ctx.game, text or textId)
end
-- Route scripted battles through the standard entry transition. In the
-- originals, InitWildBattle (engine/battle/init_battle.asm) always calls
-- DoBattleTransitionAndInitBattleVariables (engine/battle/core.asm), with
-- no old-man or Pikachu-demo exception; BattleTransition then selects the
-- wipe for the battle kind. Some tests provide only a partial overworld
-- double, so retain a logged fallback even though it skips the transition
-- and battle music.
function Commands.pushBattle(ctx, battle)
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
Logger.warn("pushBattle: no overworld:pushBattle, skipping the transition wipe")
ctx.game.stack:push(battle)
end
end
-- start_battle "wild" species level | start_battle "trainer" OPP_CLASS partyIndex
function Commands.start_battle(ctx, kind, a, b)
local BattleState = require("src.battle.BattleState")
local runner = ctx.runner
local resumed = ctx.resumeBattle
if resumed then
ctx.resumeBattle = nil
local result, restoredBattle = resumed.result, resumed.battle
ctx.lastBattleResult = result
ctx.lastCheck = result == "win"
if ctx.overworld then
if result == "win" then
ctx.afterScript = ctx.afterScript or {}
table.insert(ctx.afterScript, function()
ctx.overworld:afterBattle(result, restoredBattle)
end)
else
ctx.overworld:afterBattle(result, restoredBattle)
end
end
return
end
local battle
if kind == "wild" then
battle = BattleState.newWild(ctx.game, a, b)
@@ -293,6 +327,10 @@ function Commands.start_battle(ctx, kind, a, b)
-- one SaveEndBattleTextPointers arms one battle; leaving it set would leak
-- the line into the next scripted fight
battle.endBattleText, ctx.endBattleText = ctx.endBattleText, nil
if runner and runner.battleCheckpointOrigin then
battle.checkpointOrigin = runner:battleCheckpointOrigin(battle)
if battle.checkpointOrigin then runner.checkpointBattle = battle end
end
battle.onFinish = function(result)
ctx.lastBattleResult = result
ctx.lastCheck = result == "win"
@@ -312,19 +350,8 @@ function Commands.start_battle(ctx, kind, a, b)
end
runner:resume()
end
-- Every battle enters through the transition wipe, script-driven ones
-- included: BattleTransition (engine/battle/battle_transitions.asm:1) runs
-- from DoBattleTransitionAndInitBattleVariables for all of them, and
-- GetBattleTransitionID_WildOrTrainer picks the style from the battle kind.
-- Pushing the BattleState straight onto the stack skipped the wipe
-- entirely, so every scripted trainer -- gym leaders, the rival, Giovanni --
-- and every scripted wild battle simply cut to the battle screen. The
-- trainer-sight path already went through pushBattle; this one did not.
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
ctx.game.stack:push(battle)
end
-- A direct stack push would skip the battle-entry transition.
Commands.pushBattle(ctx, battle)
runner:yield()
end
@@ -818,15 +845,7 @@ function Commands.old_man_demo(ctx, outcome)
local battle = BattleState.newWild(ctx.game, om.species, om.level)
battle:makeOldManDemo(nil, outcome == "fail")
battle.onFinish = function() runner:resume() end
-- InitWildBattle calls DoBattleTransitionAndInitBattleVariables
-- unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN
-- special case -- so the catch tutorial gets the wipe like any other
-- wild battle
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
ctx.game.stack:push(battle)
end
Commands.pushBattle(ctx, battle)
runner:yield()
end
+61 -4
View File
@@ -13,6 +13,7 @@
local Commands = require("src.script.Commands")
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local SaveSerializer = require("src.core.SaveSerializer")
local Strings = require("src.core.Strings")
local unpack = table.unpack or unpack -- LuaJIT (LÖVE) compatibility
@@ -116,7 +117,7 @@ function ScriptRunner:makeContext(extra)
return ctx
end
function ScriptRunner:run(script, extra)
function ScriptRunner:run(script, extra, startPc)
assert(not self:isRunning(), "script already running")
local ctx = self:makeContext(extra)
self.ctx = ctx
@@ -124,7 +125,7 @@ function ScriptRunner:run(script, extra)
Runtime.emit("script.started", { ctx = ctx })
end
self.co = coroutine.create(function()
self:exec(script, ctx)
self:exec(script, ctx, startPc)
-- Commands can defer a game action until the script's own dialogue is
-- done. start_battle uses this for win-path evolutions, which must not
-- be covered by post-battle trainer text.
@@ -140,11 +141,13 @@ end
-- Execute a command list. Supports labels via jump commands: a script is
-- an array of rows; control commands return a new program counter, as a
-- row number or a label name.
function ScriptRunner:exec(script, ctx)
function ScriptRunner:exec(script, ctx, startPc)
local labels = ScriptRunner.scanLabels(script)
local data = self.game and self.game.data
local pc = 1
local pc = startPc or 1
self.script = script
while pc <= #script do
self.pc = pc
local row = script[pc]
local name = row[1]
local fn, meta = Commands.resolve(data, name)
@@ -189,6 +192,60 @@ function ScriptRunner:exec(script, ctx)
end
end
local CHECKPOINT_BATTLE_COMMANDS = {
start_battle = true,
static_battle = true,
rival_battle = true,
}
local function dataCopy(value)
local ok, encoded = pcall(SaveSerializer.encode, value)
if not ok then return nil end
return SaveSerializer.decode(encoded)
end
-- Return a detached semantic continuation only for built-in battle commands
-- whose post-yield behavior can be replayed from the current row. The live
-- coroutine and arbitrary completion callbacks never cross this boundary.
function ScriptRunner:battleCheckpointOrigin(battle)
local row = self.script and self.script[self.pc]
if not self:isRunning() or type(row) ~= "table"
or not CHECKPOINT_BATTLE_COMMANDS[row[1]] then
return nil
end
local ctx = self.ctx or {}
if ctx.onDone ~= nil and ctx.checkpointOnDone ~= "release_npc" then
return nil
end
local npcId = ctx.npc and ctx.npc.id or nil
if ctx.checkpointOnDone == "release_npc" and type(npcId) ~= "string" then
return nil
end
local map = self.overworld and self.overworld.map and self.overworld.map.id
if type(map) ~= "string" then return nil end
local origin = {
kind = "script_battle",
map = map,
script = self.script,
pc = self.pc,
command = row[1],
npcId = npcId,
source = ctx.source,
battleKind = battle and battle.kind,
trainerClass = battle and battle.oppClass or nil,
partyIndex = battle and battle.partyIndex or nil,
wildSpecies = battle and battle.enemy and battle.enemy.mon
and battle.enemy.mon.species or nil,
wildLevel = battle and battle.enemy and battle.enemy.mon
and battle.enemy.mon.level or nil,
}
return dataCopy(origin)
end
function ScriptRunner:isCheckpointBattle(battle)
return self.checkpointBattle == battle and self:isRunning()
end
-- Called by blocking commands from inside the coroutine.
function ScriptRunner:yield()
return coroutine.yield()
+7 -1
View File
@@ -456,7 +456,13 @@ end
-- AskRockSmashScript reads it with `ifequal 1, .no`. Transcribing it the
-- obvious way round refuses the move for every party that has it.
function H.HasRockSmash(ctx)
return call(ctx, "partyMoveUser", "ROCK_SMASH") and 0 or 1
local mon = call(ctx, "partyMoveUser", "ROCK_SMASH")
if mon then
-- engine/events/overworld.asm:1339
ctx.curPartyMon = mon
return 0
end
return 1
end
-- PutTheRodAway: ClearBox over the text window, then wPlayerAction back to
+10 -1
View File
@@ -236,6 +236,12 @@ local function runCmd(self, cmd, op)
if self.hidePicFn then self.hidePicFn() end
elseif op == "writetext" or op == "farwritetext" then
self:showText(cmd.text)
if self.nextOp == "playsound" then
-- pokegold home/joypad.asm PromptButton: the real press this box's
-- own close absorbed plays SFX_READ_TEXT_2; drain it before the
-- script's own playsound or Sound.lua's priority gate drops it.
coroutine.yield({ kind = "waitsfx" })
end
elseif op == "rawtext" then
-- NOT a cart opcode. `writetext`'s operand is a KEY into text.lua, and
-- text.lua only holds strings the extractor reached through a script
@@ -384,9 +390,12 @@ local function runCmd(self, cmd, op)
local scene = self.getMapSceneFn and self.getMapSceneFn(group, mapNum)
self.scriptVar = scene or 0xff
elseif op == "turnobject" then
-- engine/events/std_scripts.asm: turnobject LAST_TALKED resolves to the NPC last talked to
local facing = Movement.dir(cmd.facing or 0)
local object = cmd.object or 0
if object == LAST_TALKED then object = self.lastTalked end
if self.turnObjectFn then
self.turnObjectFn(cmd.object or 0, facing)
self.turnObjectFn(object, facing)
end
elseif op == "applymovement" or op == "applymovementlasttalked" then
local object = cmd.object or 0
+41 -4
View File
@@ -127,6 +127,7 @@ function BindingsMenu:beginCapture(item)
self.onKeyReleased = BindingsMenu.captureKeyRelease
self.onGamepadReleased = BindingsMenu.capturePadRelease
self.onJoystickReleased = BindingsMenu.captureJoyRelease
if Input.armCapture then Input:armCapture() end
end
function BindingsMenu:endCapture()
@@ -138,6 +139,7 @@ function BindingsMenu:endCapture()
self.onKeyReleased = nil
self.onGamepadReleased = nil
self.onJoystickReleased = nil
if Input.disarmCapture then Input:disarmCapture() end
end
-- Escape is the capture's way out, so it is never captured: every other
@@ -232,7 +234,11 @@ function BindingsMenu:storeBinding(slot, value)
b[slot] = value
opts.bindings[item.button.id] = b
item.right = boundRight(opts.bindings, item.button)
if game.writeOptions then game:writeOptions() end
if game.writeOptions then
game:writeOptions()
elseif game.persistOptions then
game:persistOptions()
end
end
-- SELECT: forget one row's rebind and fall back to the defaults. #510's
@@ -246,7 +252,11 @@ function BindingsMenu:clearBinding(item)
end
opts.bindings[item.button.id] = nil
item.right = boundRight(opts.bindings, item.button)
if game.writeOptions then game:writeOptions() end
if game.writeOptions then
game:writeOptions()
elseif game.persistOptions then
game:persistOptions()
end
end
-- START: confirm, then drop the whole overlay (#589). The footer doubles
@@ -264,12 +274,39 @@ function BindingsMenu:confirmReset()
for _, it in ipairs(self.items) do
it.right = boundRight(nil, it.button)
end
if game.writeOptions then game:writeOptions() end
if game.writeOptions then
game:writeOptions()
elseif game.persistOptions then
game:persistOptions()
end
end, { defaultNo = true }))
end
function BindingsMenu:drainCapture()
local events = Input.takeCaptureEvents and Input:takeCaptureEvents()
if not events then return end
for i = 1, #events do
local ev = events[i]
if ev.phase == "pressed" then
if ev.kind == "key" then self:captureKey(ev.value)
elseif ev.kind == "pad" then self:capturePad(ev.value)
elseif ev.kind == "joy" then self:captureJoy(ev.value)
end
else
if ev.kind == "key" then self:captureKeyRelease(ev.value)
elseif ev.kind == "pad" then self:capturePadRelease(ev.value)
elseif ev.kind == "joy" then self:captureJoyRelease(ev.value)
end
end
if not self.capture then return end
end
end
function BindingsMenu:update(dt)
if self.capture then return end -- the raw capture owns the input
if self.capture then
self:drainCapture()
return
end
if self.game.input:wasPressed("start") then
return self:confirmReset()
end
+6 -1
View File
@@ -1,6 +1,7 @@
-- YES/NO choice box (InitYesNoTextBoxParameters: above the text box, right).
local Font = require("src.render.Font")
local UIVisibility = require("src.battle.UIVisibility")
local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings")
local Timing = require("src.core.Timing")
@@ -67,6 +68,7 @@ function ChoiceBox:update(dt)
end
function ChoiceBox:draw()
if not UIVisibility.bottomVisible(self, false) then return end
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
-- rides the same bottom anchor as the dialogue box it sits above, so the
-- pair travels together (the anchor keeps each element's gap from the edge)
@@ -74,7 +76,10 @@ function ChoiceBox:draw()
if r and r.setUIAnchor then
r:setUIAnchor(tx * 8, ty * 8, tw * 8, th * 8, self.anchor)
end
Font.drawBox(tx, ty, tw, th)
-- pokegold home/menu.asm YesNoBox: font-page tiles take the screen's own
-- BG palette 0 colour 0, same as TextBox.lua's paper fold.
local paper = self.game and self.game.textboxPaper and self.game:textboxPaper()
Font.drawBox(tx, ty, tw, th, paper)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("YES"), (tx + 2) * 8, (ty + 1) * 8)
Font.draw(Strings("NO"), (tx + 2) * 8, (ty + 3) * 8)
+1
View File
@@ -12,6 +12,7 @@ local MODULES = {
QuantityBox = "src.ui.QuantityBox",
NamingScreen = "src.ui.NamingScreen",
PicBox = "src.ui.PicBox",
PokemonIcon = "src.ui.PokemonIcon",
TextBox = "src.render.TextBox",
Font = "src.render.Font",
Theme = "src.ui.Theme",
+42
View File
@@ -49,6 +49,30 @@ local Rulesets = {
modern_clean = require("src.battle.rulesets.modern_clean"),
}
local FILTERS = { "OFF", "1X", "2X", "3X" }
local DATE_FORMATS = {
{ "device", "DEVICE" }, { "dmy", "DD-MM-YYYY" },
{ "mdy", "MM-DD-YYYY" }, { "ymd", "YYYY-MM-DD" },
}
local TIME_FORMATS = {
{ "device", "DEVICE" }, { "24h", "24 HOUR" }, { "12h", "12 HOUR" },
}
local function preferenceIndex(rows, value)
for index, row in ipairs(rows) do
if row[1] == value then return index end
end
return 1
end
local function preferenceStep(rows, value, direction)
local index = preferenceIndex(rows, value)
direction = direction and direction < 0 and -1 or 1
return rows[((index - 1 + direction) % #rows) + 1][1]
end
local function preferenceLabel(rows, value)
return rows[preferenceIndex(rows, value)][2]
end
local function speedIndex(game)
-- default matches InitOptions' TEXT_DELAY_MEDIUM in wOptions
@@ -439,6 +463,24 @@ local function buildRows(game)
activate = function(g)
require("src.ui.Screens").push(g, "BindingsMenu")
end },
{ id = "dateFormat", label = Strings("DATE FORMAT"),
value = function(g)
return Strings(preferenceLabel(DATE_FORMATS, g.save.options.dateFormat))
end,
step = function(g, dir)
g.save.options.dateFormat = preferenceStep(
DATE_FORMATS, g.save.options.dateFormat, dir)
return true
end },
{ id = "timeFormat", label = Strings("TIME FORMAT"),
value = function(g)
return Strings(preferenceLabel(TIME_FORMATS, g.save.options.timeFormat))
end,
step = function(g, dir)
g.save.options.timeFormat = preferenceStep(
TIME_FORMATS, g.save.options.timeFormat, dir)
return true
end },
-- permanent on-screen pad toggle (#327); layout editing stays in the
-- launcher. Hidden where the overlay never appears (desktop without
-- POKEPORT_TOUCH), so the row costs a non-mobile install nothing.
+41
View File
@@ -0,0 +1,41 @@
-- Public read-only Pokemon icon presentation for detached summaries.
-- Resolution and rendering deliberately stay engine-owned: PartyMenu already
-- composes content icon registrations, per-species definitions, asset
-- overrides, and the pokemon.icon hook in one canonical path.
local PartyMenu = require("src.ui.PartyMenu")
local PokemonIcon = {}
local function finite(value)
return type(value) == "number" and value == value
and value ~= math.huge and value ~= -math.huge
end
local function integer(value, minimum)
return finite(value) and value % 1 == 0 and value >= minimum
end
function PokemonIcon.draw(game, summary, x, y, opts)
opts = type(opts) == "table" and opts or {}
if type(game) ~= "table" or type(summary) ~= "table"
or type(summary.species) ~= "string" or summary.species == ""
or not integer(summary.hp, 0) or not integer(summary.maxHp, 1)
or summary.hp > summary.maxHp or not finite(x) or not finite(y)
or (opts.selected ~= nil and type(opts.selected) ~= "boolean")
or (opts.counter ~= nil and not finite(opts.counter)) then
return false, "invalid_pokemon_preview",
"Pokemon icon presentation needs species and valid captured HP values."
end
local ok, message = pcall(PartyMenu.drawIcon, game, {
species = summary.species,
hp = summary.hp,
stats = { hp = summary.maxHp },
}, x, y, opts.selected == true, opts.counter or 0)
if not ok then
return false, "pokemon_icon_failed", tostring(message)
end
return true
end
return PokemonIcon
+94 -7
View File
@@ -49,17 +49,29 @@ end
function Editor.load(opts)
opts = opts or {}
Editor.onClose = opts.onClose
Editor.version = opts.version
Editor.hostPoll = opts.hostPoll == true
Editor.drag = nil
Editor.rects = {}
Editor._hostMouse = false
Editor._hostTouches = nil
Editor.fonts = {
title = love.graphics.newFont(28),
body = love.graphics.newFont(16),
btn = love.graphics.newFont(18),
}
local optsTbl = SaveData.loadOptions()
local applied = optsTbl
if opts.version == "gold" then
local gold = type(optsTbl.gold) == "table" and optsTbl.gold or {}
applied = {
touchControls = gold.touchControls,
haptics = gold.haptics or optsTbl.haptics,
}
end
TouchControls:init()
TouchControls:ensureImages()
TouchControls:applyOptions(optsTbl)
TouchControls:applyOptions(applied)
TouchControls:setPreview(true)
Editor.enabled = TouchControls.enabled ~= false
PadCursor.reset()
@@ -71,17 +83,24 @@ function Editor.unload()
PadCursor.reset()
Editor.drag = nil
Editor.onClose = nil
Editor.version = nil
Editor._hostMouse = false
Editor._hostTouches = nil
end
local function persist()
local opts = SaveData.loadOptions()
local cfg = TouchControls:config()
-- replaces the whole table, so a pre-#633 top-level positions key is
-- dropped once the player saves under the new shape
opts.touchControls = {
local block = {
enabled = cfg.enabled,
layouts = cfg.layouts,
}
if Editor.version == "gold" then
opts.gold = type(opts.gold) == "table" and opts.gold or {}
opts.gold.touchControls = block
else
opts.touchControls = block
end
SaveData.saveOptions(opts)
end
@@ -104,9 +123,7 @@ end
function Editor.update(dt)
PadCursor.update(dt or 0)
-- drag follows the live pointer when love.touch / mouse / pad is available;
-- touchmoved / mousemoved also update, so this is a belt-and-suspenders
-- path for Android where move events can be thin
if Editor.hostPoll then Editor.pollHostPointers() end
if not Editor.drag then return end
local x, y
if Editor.drag.touchId == "pad" then
@@ -297,6 +314,45 @@ local function endDrag(id)
Editor.drag = nil
end
function Editor.pollHostPointers()
local down = love.mouse and love.mouse.isDown and love.mouse.isDown(1)
if down then
local x, y = love.mouse.getPosition()
if not Editor._hostMouse then
Editor._hostMouse = true
beginDrag("mouse", x, y)
else
moveDrag("mouse", x, y)
end
elseif Editor._hostMouse then
Editor._hostMouse = false
endDrag("mouse")
end
if not (love.touch and love.touch.getTouches and love.touch.getPosition) then
return
end
Editor._hostTouches = Editor._hostTouches or {}
local seen = {}
for _, id in ipairs(love.touch.getTouches()) do
seen[id] = true
local ok, tx, ty = pcall(love.touch.getPosition, id)
if ok and tx then
if not Editor._hostTouches[id] then
Editor._hostTouches[id] = true
beginDrag(id, tx, ty)
else
moveDrag(id, tx, ty)
end
end
end
for id in pairs(Editor._hostTouches) do
if not seen[id] then
Editor._hostTouches[id] = nil
endDrag(id)
end
end
end
function Editor.mousepressed(x, y, button)
if button ~= 1 then return end
-- Finger / mouse tap yields the Joy-Con pointer so the click lands where
@@ -391,4 +447,35 @@ function Editor.keypressed(key)
end
end
function Editor.new(game)
local state = { game = game, isOpaque = true }
Editor.hostPoll = true
Editor.load({
version = "gold",
hostPoll = true,
onClose = function()
Editor.hostPoll = false
if game.options then
game.options.touchControls = TouchControls:config()
end
if game.stack and game.stack:top() == state then
game.stack:pop()
end
if game.applyOptions then game:applyOptions() end
end,
})
function state:wantsFillScale() return true end
function state:drawsWidescreen() return true end
function state:update(dt)
Editor.update(dt)
local input = self.game and self.game.input
if input and input:wasPressed("b") then close() end
end
function state:draw() end
function state:drawWidescreen(_w, _h)
Editor.draw()
end
return state
end
return Editor
+239 -37
View File
@@ -43,8 +43,9 @@ local BattleState = {}
BattleState.__index = BattleState
BattleState.isOpaque = true
-- How long a message stays before the next event runs, in logic steps. The
-- cart waits for A on most lines; holding A skips faster, same as text boxes.
-- Armed while a battle line waits for PromptButton (home/text.asm). Any
-- positive value means "hold until A/B"; the cart never times these out, so
-- the victory jingle can keep looping through the post-win prompts.
local MESSAGE_FRAMES = 48
-- home/hm_moves.asm:17-25 IsHMMove's .HMMoves.
@@ -91,6 +92,8 @@ local FAINT_SLIDE_FRAMES_PER_ROW = 2
-- (engine/battle/core.asm:3439-3466, data/text/battle.asm:241-249).
local TEXT_NO_WILL_TO_FIGHT = "There's no will to battle!"
local TEXT_EGG_CANT_BATTLE = "An EGG can't battle!"
-- data/text/battle.asm:207
local TEXT_USE_NEXT_MON = "Use next POKéMON?"
-- BattleText_TheMoveIsDisabled / BattleText_TheresNoPPLeftForThisMove
-- (data/text/battle.asm:315-322).
@@ -244,6 +247,7 @@ function BattleState.new(game, opts)
-- was extracted has no `dudeBack`, and falls back to the player's own.
self.showPlayerTrainer = true
self.playerBackImage = nil
self.playerBackTrueColor = false
local hudGfx = data.gen2MenuGfx and data.gen2MenuGfx.battleHud
local backPath = hudGfx and hudGfx.playerBack
if self.tutorial and hudGfx and hudGfx.dudeBack then
@@ -251,7 +255,11 @@ function BattleState.new(game, opts)
end
-- player.sprite, the same hook and payload Gen 1 raises for its own back pic
-- (src/pokemon/Sprites.lua): the Dude's stand-in is the `demo` flag there.
backPath = Sprites.playerPic(backPath, {
-- Both return values matter here -- a mod's trueColor answer has to survive
-- to drawPic, or GbcPalette treats the replacement art as a grayscale 2bpp
-- sheet and remaps it through a palette instead of leaving it alone.
local backTrueColor
backPath, backTrueColor = Sprites.playerPic(backPath, {
side = "back", kind = "battle", demo = self.tutorial and true or false,
battle = self.battle, data = data,
})
@@ -262,6 +270,7 @@ function BattleState.new(game, opts)
-- Kept so battle_sprite_scales can be looked up for this pic too: it is
-- not a species' pic, so its asset path is the only key it has.
self.playerBackPath = backPath
self.playerBackTrueColor = backTrueColor and true or false
end
end
@@ -547,7 +556,10 @@ function BattleState:drawPic(mon, back)
-- Before SendOutPlayerMon the player's box holds ChrisBackpic instead, in
-- the same 6x6 box at hlcoord 2, 6 that the mon's backpic uses.
local trainerBack = back and self.showPlayerTrainer and self.playerBackImage
if trainerBack then image, path = trainerBack, self.playerBackPath end
if trainerBack then
image, path = trainerBack, self.playerBackPath
trueColor = self.playerBackTrueColor
end
-- And the enemy's box holds the trainer's own frontpic until EnemySwitch
-- slides it out (InitEnemyTrainer, engine/battle/core.asm:7848).
local enemyTrainer = (not back) and self.showEnemyTrainer
@@ -564,8 +576,10 @@ function BattleState:drawPic(mon, back)
local px, py
local boxTiles
if back then
px = BattleState.PLAYER_PIC_TILE_X * 8
py = BattleState.PLAYER_PIC_TILE_Y * 8
-- pokegold engine/battle/core.asm:8569: 6x6 box, bottom-aligned/centred
local box = BattleState.PLAYER_PIC_TILES * 8
px = BattleState.PLAYER_PIC_TILE_X * 8 + math.floor((box - w) / 2)
py = BattleState.PLAYER_PIC_TILE_Y * 8 + (box - h)
boxTiles = BattleState.PLAYER_PIC_TILES
else
-- Bottom-aligned and horizontally centred inside the 7x7 box.
@@ -872,8 +886,12 @@ function BattleState:startAnim(key, opts)
if not self.anims.scripts[key] then return false end
-- BattleAnimRunScript's own gate: `bit BATTLE_SCENE, [wOptions]` skips the
-- move animation entirely, which is the OPTION screen's BATTLE SCENE row.
-- The check only applies to a real move id (wFXAnimID+1 == 0); non-move
-- ids (isMove unset here) branch straight to .not_move and always run.
local options = self.game and self.game.options
if options and options.battleScene == false then return false end
if options and options.battleScene == false and opts and opts.isMove then
return false
end
opts = opts or {}
local data = (self.game and self.game.data) or {}
local audio = data.audio or {}
@@ -930,11 +948,38 @@ function BattleState:startAnim(key, opts)
return true
end
-- wBattleAfterAnim target for this attacker's turn
-- (effect_commands.asm:1963-1972): player swing -> enemy shake, and reverse.
function BattleState:afterAnimFor(side)
if side == "player" then return "ANIM_ENEMY_DAMAGE" end
return "ANIM_PLAYER_DAMAGE"
end
function BattleState:animForMove(moveId, side)
local key = self.anims and self.anims.moves and self.anims.moves[moveId]
return self:startAnim(key, {
local started = self:startAnim(key, {
turn = self:turnFor(side), animId = moveId, isMove = true,
})
if started then
-- BattleAnimRunScript (anim_commands.asm:55-72): after the move script
-- restores HUDs it immediately runs wBattleAfterAnim (the hit shake).
-- Queue it so stepAnim chains without waiting on the next event.
self.pendingAfterAnim = { name = self:afterAnimFor(side), side = side }
end
return started
end
-- Kick off a queued after-anim; returns true when one is now running.
function BattleState:startPendingAfterAnim()
local pending = self.pendingAfterAnim
if not pending then return false end
self.pendingAfterAnim = nil
if self:animForId(pending.name, pending.side) then
-- dealDamage's default ANIM_x_DAMAGE is this same shake; skip it there.
self.afterAnimPlayed = true
return true
end
return false
end
-- True while BattleAnimClearHud has that side's HUD blanked.
@@ -960,10 +1005,16 @@ function BattleState:stepAnim(input)
-- tilemap is whatever they had got to and nothing is latched -- the
-- explicit latches (a catch) are the only ones that survive a skip.
self.anim = nil
-- Cart still reaches the after-anim arm after a move script ends; a skip
-- of the move should not drop the hit shake that follows it.
if self:startPendingAfterAnim() then return end
return self:endSendOutAnim()
end
if not self.anim:step() then
self.anim = nil
-- pokegold data/moves/animations.asm .Click: anim_keepsprites means
-- the OAM outlives the script, so keep the runner for drawing too.
if not self.anim.keepSprites then self.anim = nil end
if self:startPendingAfterAnim() then return end
return self:endSendOutAnim()
end
end
@@ -1094,7 +1145,14 @@ function BattleState:advanceQueue()
-- until the next damage or heal event moved it.
local battle = self.battle
local mon = battle and battle.party and battle.party[event.index]
-- pokegold engine/battle/core.asm:7057-7069: every mon that leveled
-- gets the stats box, not just the mon currently on the field.
self.pendingStatsMon = mon
-- engine/battle/core.asm:7044
if mon and mon == battle.player then
event.text = nil
event.sfx = nil
event.waitSfx = nil
if self.shownHp then
self.shownHp.player = mon.hp or 0
if self.hpAnim and self.hpAnim.side == "player" then
@@ -1214,6 +1272,14 @@ function BattleState:advanceQueue()
return self:askNickname(event.mon)
end
if event.kind == "choose-switch" then
-- engine/battle/core.asm:2590
if self.battle and self.battle.wild then
self.nextMonIndex = 1
self.phase = "ask-next-mon"
self.message = TEXT_USE_NEXT_MON
self.messageTimer = 0
return
end
-- A fainted lead: force a switch before anything else runs.
self.phase = "forced-switch"
self.message = "Choose a POKéMON."
@@ -1248,7 +1314,19 @@ function BattleState:advanceQueue()
end
if event.text then
self.message = event.text
self.messageTimer = MESSAGE_FRAMES
-- Lines that must not hold the queue for A/B:
-- move UsedMoveText -> text_end, then moveanim
-- level GrewToLevel is text_end (battle.asm:336-343), then the stats
-- box's WaitPressAorB is the real hold
-- experience keeps the wait: _ExpPointsText ends in `prompt`
-- (common_1.asm:1660-1665). update() runs stepExpAnim before that wait,
-- so the bar crawls under the line and A dismisses it before the battle
-- can end.
if event.kind == "move" or event.kind == "level" then
self.messageTimer = 0
else
self.messageTimer = MESSAGE_FRAMES
end
-- BattleStartMessage's own line: the enemy HUD comes up on the step after
-- it returns (engine/battle/core.asm:7808-7817), not with it.
if event.intro then self.introTextShown = true end
@@ -1268,14 +1346,25 @@ function BattleState:advanceQueue()
end
end
-- The move's own animation plays over its "used X!" line, which is where
-- PlayBattleAnim sits in the effect command list. A damage event that
-- follows gets the shared hit animation instead.
-- PlayBattleAnim sits in the effect command list. Its after-anim (the hit
-- shake) is chained by animForMove / stepAnim, matching BattleAnimRunScript.
-- BattleCommand_MoveAnimNoSub (engine/battle/effect_commands.asm:1958) opens
-- with `ld a, [wAttackMissed] / and a / jp nz, BattleCommand_MoveDelay`: a
-- move that missed burns the delay and plays nothing. Battle:markMissed sets
-- event.missed on every wAttackMissed path.
if event.kind == "move" and not event.missed then
self:animForMove(event.move, event.side)
self.afterAnimPlayed = nil
self.pendingAfterAnim = nil
if not self:animForMove(event.move, event.side) then
-- BATTLE SCENE off skips the move script but still runs wBattleAfterAnim
-- (anim_commands.asm:55-72 .disabled fallthrough).
local options = self.game and self.game.options
if options and options.battleScene == false then
if self:animForId(self:afterAnimFor(event.side), event.side) then
self.afterAnimPlayed = true
end
end
end
elseif event.kind == "damage" and event.side then
-- ANIM_x_DAMAGE is the MOVE's after-anim (effect_commands.asm:1963-1972),
-- so only a move hit gets it; `animMove` is HandleWrap's (core.asm:1198-1203).
@@ -1284,10 +1373,25 @@ function BattleState:advanceQueue()
if event.animMove then
self:animForMove(event.animMove, from)
elseif event.anim ~= false then
self:animForId(event.anim
local hit = event.anim
or (event.side == "enemy" and "ANIM_ENEMY_DAMAGE"
or "ANIM_PLAYER_DAMAGE"), from)
or "ANIM_PLAYER_DAMAGE")
-- Already played as the move's after-anim; do not shake twice.
if self.afterAnimPlayed
and (hit == "ANIM_ENEMY_DAMAGE" or hit == "ANIM_PLAYER_DAMAGE") then
self.afterAnimPlayed = nil
else
self:animForId(hit, from)
end
end
else
-- Status moves still chain the after-anim but emit no damage event to
-- consume the latch; drop it before the next unrelated line.
self.afterAnimPlayed = nil
end
if event.kind == "heal" and event.anim and event.side then
-- pokegold engine/battle/core.asm:4074 ItemRecoveryAnim
self:animForMove(event.anim, event.side)
elseif event.kind == "send" and event.side then
-- Every enemy send-out goes through ShowSetEnemyMonAndSendOutAnimation
-- (engine/battle/core.asm:3354) -- the faint replacement out of
@@ -1584,7 +1688,9 @@ function BattleState:update(_dt)
-- An animation owns the screen for as long as it runs, exactly the way
-- RunBattleAnimScript owns the main loop.
if self.anim then
-- pokegold data/moves/animations.asm .Click: a finished keepsprites run
-- no longer owns the loop, just the OAM the draw path still reads.
if self.anim and not (self.anim:done() and self.anim.keepSprites) then
self:stepAnim(input)
return
end
@@ -1602,32 +1708,45 @@ function BattleState:update(_dt)
if Sound.isPlaying(self.waitSfx) then return end
self.waitSfx = nil
end
-- AnimateExpBar sits right after PrintText Text_MonGainedExpPoint
-- (core.asm:6881-6888), with that line still on screen. Run the crawl
-- before any PromptButton wait so the bar does not sit frozen until A.
if self:stepExpAnim() then return end
if self.messageTimer > 0 then
if self.tutorial then
-- PromptButton really does wait for the button; MESSAGE_FRAMES is this
-- screen's shortcut for that, and the tutorial cannot take it. The
-- DUDE's A lands on frame 0x51 (DudeAutoInput_A), so a line that timed
-- out at 48 would hand his press to whichever screen came next.
-- PromptButton waits for the button; the tutorial cannot press it, so
-- DudeAutoInput_A (frame 0x51) answers. Never auto-timeout here: a
-- 48-frame skip would hand his press to the next screen.
self:dudeInput(CatchTutorial.PROMPT_STREAM,
"prompt:" .. tostring(self.message))
else
self.messageTimer = self.messageTimer - 1
end
-- A is the page-advance, exactly like a text box.
-- PromptButton (home/text.asm): A/B pages; no frame countdown.
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
return
end
-- AnimateExpBar is called from GiveExperiencePoints AFTER
-- Text_MonGainedExpPoint has been read (engine/battle/core.asm:6884-6888),
-- so the crawl runs with that line still standing and the "grew to level"
-- line waits behind it.
if self:stepExpAnim() then return end
-- pokegold engine/battle/core.asm:7057-7069: the stats box shows once
-- the "grew to level" line has finished, held for A/B.
if self.pendingStatsMon then
self.statsBoxMon = self.pendingStatsMon
self.pendingStatsMon = nil
self.phase = "stats-box"
return
end
self:advanceQueue()
return
end
-- pokegold engine/battle/core.asm:7069 (WaitPressAorB_BlinkCursor).
if self.phase == "stats-box" then
if input:wasPressed("a") or input:wasPressed("b") then
self.statsBoxMon = nil
self.phase = "resolving"
end
return
end
-- The turn CheckPlayerLockedIn skipped the menu for. No input is read: the
-- cart falls straight into ParsePlayerAction, whose .locked_in arm has no
-- MoveSelectionScreen in front of it.
@@ -1644,6 +1763,8 @@ function BattleState:update(_dt)
if self.phase == "menu" then
-- 2x2 grid: left/right swap the column, up/down the row.
-- MenuClickSound / PlayClickSFX (home/menu.asm:746-762): SFX_READ_TEXT_2
-- on A/B only, never on D-pad.
if input:wasPressed("left") or input:wasPressed("right") then
self.menuIndex = self.menuIndex % 2 == 1 and self.menuIndex + 1
or self.menuIndex - 1
@@ -1651,6 +1772,7 @@ function BattleState:update(_dt)
self.menuIndex = self.menuIndex <= 2 and self.menuIndex + 2
or self.menuIndex - 2
elseif input:wasPressed("a") then
self:playSfx("Sfx_ReadText2")
local choice = MENU[self.menuIndex]
if choice == "FIGHT" then
-- `call .CheckPlayerHasUsableMoves / ret z` (engine/battle/core.asm
@@ -1701,11 +1823,13 @@ function BattleState:update(_dt)
end
elseif input:wasPressed("b") then
-- B leaves the list, and a mark never survives it
self:playSfx("Sfx_ReadText2")
self.moveSwapIndex = nil
self.phase = "menu"
elseif input:wasPressed("a") then
-- `xor a / ld [wSwappingMove], a` opens the A arm: choosing a move
-- cancels a pending swap rather than performing it
self:playSfx("Sfx_ReadText2")
self.moveSwapIndex = nil
local move = moves[self.moveIndex]
if not move then return end
@@ -1724,7 +1848,6 @@ function BattleState:update(_dt)
-- AskGiveNicknameText ends on `done`, so the line stands while the box is
-- up rather than paging away from under it.
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1745,7 +1868,6 @@ function BattleState:update(_dt)
-- straight through to the enemy's send-out (engine/battle/core.asm:3305-3310).
if self.phase == "ask-shift" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1764,9 +1886,38 @@ function BattleState:update(_dt)
return
end
-- engine/battle/core.asm:2590
if self.phase == "ask-next-mon" then
if self.messageTimer > 0 then
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
return
end
if input:wasPressed("up") or input:wasPressed("down") then
self.nextMonIndex = self.nextMonIndex == 1 and 2 or 1
elseif input:wasPressed("b") then
return self:answerUseNextMon(false)
elseif input:wasPressed("a") then
return self:answerUseNextMon(self.nextMonIndex == 1)
end
return
end
if self.phase == "cant-escape-then-switch" then
if self.messageTimer > 0 then
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
return
end
self.message = "Choose a POKéMON."
self.phase = "forced-switch"
return
end
if self.phase == "refuse-shift" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1788,7 +1939,6 @@ function BattleState:update(_dt)
-- what ForcePickPartyMonInBattle's `jr c, .loop` does with the carry.
if self.phase == "refuse-switch" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1807,7 +1957,6 @@ function BattleState:update(_dt)
if self.phase == "refuse-move" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1820,7 +1969,6 @@ function BattleState:update(_dt)
if self.phase == "learn-intro" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1834,7 +1982,6 @@ function BattleState:update(_dt)
if self.phase == "ask-forget" or self.phase == "stop-learning" then
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -1855,7 +2002,6 @@ function BattleState:update(_dt)
-- MoveCantForgetHMText holds like any prompt, then `jr .loop` reprints
-- MoveAskForgetText over the list (engine/pokemon/learn.asm:193-197).
if self.messageTimer > 0 then
self.messageTimer = self.messageTimer - 1
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
@@ -2327,6 +2473,31 @@ function BattleState:offerShiftSwitch(mon)
self.messageTimer = MESSAGE_FRAMES
end
function BattleState:answerUseNextMon(yes)
if yes then
self.phase = "forced-switch"
self.message = "Choose a POKéMON."
return
end
local battle = self.battle
if not battle then
self.phase = "forced-switch"
return
end
local lead = battle.party and battle.party[1]
local pSpd = (lead and lead.stats and lead.stats.speed) or 0
-- engine/battle/core.asm:2614
if battle:tryRun(pSpd) then
self:pushAll(battle:takeEvents())
self.phase = "resolving"
return self:advanceQueue()
end
battle:takeEvents()
self.message = "Can't escape!"
self.messageTimer = MESSAGE_FRAMES
self.phase = "cant-escape-then-switch"
end
-- SetUpBattlePartyMenu + PickSwitchMonInBattle (core.asm:3307-3308), which is
-- PARTYMENUACTION_SWITCH and carries no submenu; a cancel is `.canceled_switch`
-- and answers exactly like NO (:3327).
@@ -3067,22 +3238,53 @@ function BattleState:drawPanel()
-- stands.
local asking = self.phase == "ask-nickname" or self.phase == "ask-forget"
or self.phase == "stop-learning" or self.phase == "ask-shift"
or self.phase == "ask-next-mon"
if asking and (self.messageTimer or 0) <= 0 then
-- OfferSwitch calls PlaceYesNoBox with `lb bc, 1, 7`, so its box is at
-- (1,7) instead (engine/battle/core.asm:3303, home/menu.asm:392-410).
local left = self.phase == "ask-shift" and 1 or 14
local left = (self.phase == "ask-shift" or self.phase == "ask-next-mon")
and 1 or 14
Chrome.box(left, 7, 6, 5)
Chrome.print("YES", left + 2, 8)
Chrome.print("NO", left + 2, 10)
local index = self.phase == "ask-nickname" and self.nicknameIndex
or self.phase == "ask-shift" and self.shiftIndex
or self.phase == "ask-next-mon" and self.nextMonIndex
or self.forgetChoice
Chrome.cursor(left + 1, index == 1 and 8 or 10)
end
end
if self.phase == "stats-box" and self.statsBoxMon then
self:drawStatsBox(self.statsBoxMon)
end
love.graphics.setColor(1, 1, 1, 1)
end
-- pokegold engine/pokemon/mon_stats.asm:118-124 (PrintTempMonStats.StatNames).
local STATS_BOX_ROWS = {
{ "ATTACK", "attack" }, { "DEFENSE", "defense" },
{ "SPCL.ATK", "specialAttack" }, { "SPCL.DEF", "specialDefense" },
{ "SPEED", "speed" },
}
-- pokegold engine/battle/core.asm:7060-7066 (box at hlcoord 9,0, stats at 11,y).
function BattleState:drawStatsBox(mon)
if not mon then return end
local stats = mon.stats
local data = self.game and self.game.data
local def = data and data.pokemon and data.pokemon[mon.species]
if def and def.baseStats then
stats = Mon.stats(def.baseStats, mon.dvs, mon.level, mon.statExp)
end
if not stats then return end
Chrome.textbox(9, 0, 9, 10)
for i, row in ipairs(STATS_BOX_ROWS) do
local ty = 1 + (i - 1) * 2
Chrome.print(Strings(row[1]), 11, ty)
Chrome.printRight(("%d"):format(stats[row[2]] or 0), 19, ty + 1)
end
end
-- The BG layer, plus whatever the animation is doing to it, plus the OBJ
-- layer on top. OBJs are not affected by SCX/SCY, which is why they are drawn
-- after the scanline blit rather than into the canvas with everything else.
+54 -20
View File
@@ -43,6 +43,7 @@
local Assets = require("src.render.Assets")
local Boxes = require("src.core.gen2.Boxes")
local Chrome = require("src.ui.gen2.Chrome")
local Font = require("src.render.Font")
local GbcPalette = require("src.render.GbcPalette")
local Mail = require("src.core.gen2.Mail")
local Palettes = require("src.world.gen2.Palettes")
@@ -74,6 +75,14 @@ local PARTY_BOX = 0
-- can destroy a mon.
local MOVE_SUBMENU = { "MOVE", "STATS", "CANCEL" }
-- engine/pokemon/bills_pc.asm:472-478: BillsPC_Withdraw's menu rows.
local WITHDRAW_SUBMENU = { "WITHDRAW", "STATS", "RELEASE", "CANCEL" }
function BoxMenu:submenuRows()
if self.mode == "move" then return MOVE_SUBMENU end
return WITHDRAW_SUBMENU
end
-- MovePKMNWithoutMail_InsertMon's .Saving_LeaveOn, printed for 20 frames while
-- the mon is written into its new home. It stays up here until a button
-- clears it, because it is also the only confirmation the player gets that the
@@ -164,14 +173,16 @@ end
-- The cart's own prompts (PCString_*): short, because the box they print in
-- is one row of 18 columns.
function BoxMenu:prompt()
if self.mode == "deposit" then return "Deposit which one?" end
-- engine/pokemon/bills_pc.asm:356-369: PrepSubmenu places PCString_WhatsUp.
if self.phase == "submenu" then return "What's up?" end
if self.mode == "move" then
-- .Init, .PrepSubmenu and .PrepInsertCursor each place their own string.
-- .Init and .PrepInsertCursor each place their own string.
if self.phase == "insert" then return "Move to where?" end
if self.phase == "submenu" then return "What's up?" end
return "Choose a <PK><MN>."
end
return "Choose a POKéMON."
-- PCString_ChooseaPKMN: _DepositPKMN.Init and BillsPC_Withdraw.Init both
-- place this exact string (engine/pokemon/bills_pc.asm:2185).
return "Choose a <PK><MN>."
end
function BoxMenu:total()
@@ -208,21 +219,15 @@ function BoxMenu:act()
if self.onClose then self.onClose() end
return
end
-- .a_button: the move screen never acts on the list itself. It checks that
-- the row really is a mon and steps to $2, .PrepSubmenu.
if self.mode == "move" then
-- engine/pokemon/bills_pc.asm:336-344: withdraw and move both PrepSubmenu.
if self.mode == "move" or self.mode == "withdraw" then
if not self:selected() then return end
self.phase = "submenu"
-- `ld a, $1 / ld [wMenuCursorY], a`: the submenu always opens on MOVE.
self.submenuIndex = 1
return
end
local ok, result
if self.mode == "deposit" then
ok, result = Boxes.deposit(self.save, self.index, self.boxIndex)
else
ok, result = Boxes.withdraw(self.save, self.boxIndex, self.index)
end
local ok, result = Boxes.deposit(self.save, self.index, self.boxIndex)
if not ok then
self.message = result
return
@@ -294,12 +299,28 @@ function BoxMenu:openStats()
})
end
-- engine/pokemon/bills_pc.asm:397-411: failed withdraw stays on the submenu.
function BoxMenu:doWithdraw()
local ok, result = Boxes.withdraw(self.save, self.boxIndex, self.index)
if not ok then
self.message = result
return
end
self.message = nil
self.phase = nil
self:clampIndex()
end
function BoxMenu:chooseSubmenu()
local row = MOVE_SUBMENU[self.submenuIndex]
local row = self:submenuRows()[self.submenuIndex]
if row == "MOVE" then
self:beginMove()
elseif row == "WITHDRAW" then
self:doWithdraw()
elseif row == "STATS" then
self:openStats()
elseif row == "RELEASE" then
self:askRelease()
else
-- .Cancel: `ld a, $0 / ld [wJumptableIndex], a`.
self.phase = nil
@@ -417,11 +438,12 @@ function BoxMenu:update(_dt)
-- .MoveMonWOMailSubmenu, a VerticalMenu: up/down, A picks, B is its carry.
if self.phase == "submenu" then
local submenu = self:submenuRows()
if input:wasPressed("up") then
self.submenuIndex = self.submenuIndex > 1 and self.submenuIndex - 1
or #MOVE_SUBMENU
or #submenu
elseif input:wasPressed("down") then
self.submenuIndex = self.submenuIndex < #MOVE_SUBMENU
self.submenuIndex = self.submenuIndex < #submenu
and self.submenuIndex + 1 or 1
elseif input:wasPressed("a") then
self:chooseSubmenu()
@@ -518,6 +540,7 @@ function BoxMenu:askRelease()
return
end
self.message = name .. " was released."
self.phase = nil
self:clampIndex()
end, { defaultNo = true }))
end
@@ -644,12 +667,12 @@ end
-- The PC does not mark the selected row with a ▶: BillsPC_UpdateSelectionCursor
-- lays 20 OBJs as a frame *around* the row -- ten tiles wide by two tall, top
-- left at pixel (71, 31), stepping 16 pixels per row. Those cursor tiles are
-- left at pixel (71, 25), stepping 16 pixels per row. Those cursor tiles are
-- not extracted, so the frame is drawn as an outline at exactly those pixels,
-- which is what the sprite frame looks like.
function BoxMenu:drawSelectionFrame(row)
local G = love.graphics
local x, y = 71, 31 + (row - 1) * 16
local x, y = 71, 25 + (row - 1) * 16
G.setColor(0, 0, 0, 1)
G.setLineWidth(1)
G.rectangle("line", x + 0.5, y + 0.5, 80 - 1, 16 - 1)
@@ -679,6 +702,9 @@ function BoxMenu:panelMon()
end
function BoxMenu:drawPanel()
-- BillsPC_InitGFX loads FontsBattleExtra once for the whole screen and
-- never restores the standard font (engine/pokemon/bills_pc.asm:2169).
local wasBattle = Font.useBattleExtra(true)
Chrome.clear()
-- Box name header, then the list box hanging off it. BillsPC_BoxName is a
@@ -686,6 +712,11 @@ function BoxMenu:drawPanel()
Chrome.box(8, 0, 12, 3)
Chrome.print(self:title(), 10, 1)
Chrome.box(8, 2, 12, 12)
-- BillsPC_RefreshTextboxes overwrites its own top corners with '└'/'┘'
-- (engine/pokemon/bills_pc.asm:1204-1211) so the list reads as hanging
-- off the name box above it.
Font.drawCode(Font.BORDER.bl, 8 * 8, 2 * 8)
Font.drawCode(Font.BORDER.br, 19 * 8, 2 * 8)
local list = self:list()
local inserting = self.phase == "insert"
@@ -724,7 +755,9 @@ function BoxMenu:drawPanel()
self:drawEggPic(mon)
else
self:drawPic(mon)
Chrome.print(":L" .. tostring(mon.level or 1), PIC_X, 12)
-- PrintLevel always writes the single bold glyph, not ":L"
-- (home/pokemon.asm:178-183).
Chrome.print("<LV>" .. tostring(mon.level or 1), PIC_X, 12)
if mon.gender == "male" then
Chrome.print("\xe2\x99\x82", 5, 12)
elseif mon.gender == "female" then
@@ -756,13 +789,14 @@ function BoxMenu:drawPanel()
-- top spacing puts MOVE at (11,6), one row per two tiles.
if self.phase == "submenu" then
Chrome.box(9, 4, 11, 10)
for i, label in ipairs(MOVE_SUBMENU) do
for i, label in ipairs(self:submenuRows()) do
local ty = 6 + (i - 1) * 2
if i == self.submenuIndex then Chrome.cursor(10, ty) end
Chrome.print(label, 11, ty)
end
end
love.graphics.setColor(1, 1, 1, 1)
Font.useBattleExtra(wasBattle)
end
function BoxMenu:draw()
+3 -21
View File
@@ -75,7 +75,8 @@ local SFX_TRANSACTION = "Sfx_Transaction"
local MartMenu = {}
MartMenu.__index = MartMenu
MartMenu.isOpaque = true
-- engine/items/mart.asm:54
MartMenu.isOpaque = false
-- constants/mart_constants.asm. The `pokemart` macro emits this as one byte
-- ahead of the word mart id, and MartTypeDialogs is indexed by it.
@@ -330,9 +331,6 @@ local function extractedText(text, base, labels)
return out
end
function MartMenu:wantsFillScale() return true end
function MartMenu:drawsWidescreen() return true end
-- data/generated/marts.lua is what the ROM extractor will write out of `Marts`
-- (data/items/marts.asm): `lists` is a 1-based array in MART_* order, each
-- entry an array of item ids, and `bargain` is BargainShopData's own
@@ -896,6 +894,7 @@ local function printPriceOpaque(amount, ty)
end
function MartMenu:drawBuyList()
-- engine/items/mart.asm:542
Chrome.box(LIST_BOX_X, LIST_BOX_Y, LIST_BOX_W, LIST_BOX_H)
for row = 1, VISIBLE_ROWS do
local i = row + self.scroll
@@ -953,18 +952,14 @@ end
function MartMenu:drawUnder()
local phase = self.phase
if phase == "top" then
Chrome.clear()
self:drawTopMenu()
self:drawTextBox(self.topLines)
elseif phase == "buy" or phase == "buyQuantity" then
Chrome.clear()
self:drawMoneyBox()
self:drawBuyList()
self:drawDescription()
elseif phase == "sell" or phase == "sellQuantity" then
if self.pack then self.pack:drawPanel() end
else
Chrome.clear()
end
end
@@ -1003,17 +998,4 @@ function MartMenu:draw()
self:drawPanel()
end
function MartMenu:drawWidescreen(winW, winH)
local G = love.graphics
G.setColor(1, 1, 1, 1)
G.rectangle("fill", 0, 0, winW, winH)
local scale = Chrome.fitScale(winW, winH)
G.push()
G.translate(math.floor((winW - 160 * scale) / 2),
math.floor((winH - 144 * scale) / 2))
G.scale(scale, scale)
self:drawPanel()
G.pop()
end
return MartMenu
+55 -21
View File
@@ -119,7 +119,13 @@ function NamingScreen.new(game, opts)
-- The header icon is an OBJ on the cart, so it wears a real palette; without
-- one it would draw in raw DMG shades next to a colored world.
self.iconColors = opts.iconColors
self.gfx = opts.menuGfx
local data = game and game.data or {}
self.gfx = opts.menuGfx or data.gen2MenuGfx
if self.gfx and self.gfx.naming then self.gfx = self.gfx.naming end
-- engine/menus/naming_screen.asm:47
-- engine/gfx/cgb_layouts.asm:488
local diploma = data.gen2Diploma
self.palette = diploma and diploma.palettes and diploma.palettes[1]
self.tiles = {}
if self.gfx then
for _, key in ipairs({ "border", "middleLine", "underLine", "cursor" }) do
@@ -315,6 +321,10 @@ function NamingScreen:update(_dt)
end
end
function NamingScreen:paperColor()
return GbcPalette.color(self.palette, 1)
end
-- The backdrop: one patterned tile repeated over the whole screen. Without
-- menu_gfx.lua (older cache) fall back to a flat mid gray, which keeps the
-- cleared panels readable.
@@ -322,17 +332,25 @@ function NamingScreen:drawBackdrop()
local G = love.graphics
local tile = self.tiles.border
if not tile then
G.setColor(0.62, 0.62, 0.62, 1)
local paper = self:paperColor()
G.setColor(paper[1] / 255, paper[2] / 255, paper[3] / 255, 1)
G.rectangle("fill", 0, 0, 160, 144)
G.setColor(1, 1, 1, 1)
return
end
G.setColor(1, 1, 1, 1)
for ty = 0, Chrome.SCREEN_H - 1 do
for tx = 0, Chrome.SCREEN_W - 1 do
G.draw(tile, tx * 8, ty * 8)
local function blit()
G.setColor(1, 1, 1, 1)
for ty = 0, Chrome.SCREEN_H - 1 do
for tx = 0, Chrome.SCREEN_W - 1 do
G.draw(tile, tx * 8, ty * 8)
end
end
end
if self.palette and GbcPalette.available() then
GbcPalette.with(self.palette, blit)
else
blit()
end
end
-- The cursor (data/sprite_anims/oam.asm .OAMData_TextEntryCursor and
@@ -410,7 +428,8 @@ end
function NamingScreen:clearPanel(tx, ty, tw, th)
local G = love.graphics
G.setColor(1, 1, 1, 1)
local paper = self:paperColor()
G.setColor(paper[1] / 255, paper[2] / 255, paper[3] / 255, 1)
G.rectangle("fill", tx * 8, ty * 8, tw * 8, th * 8)
G.setColor(0, 0, 0, 1)
end
@@ -472,12 +491,13 @@ function NamingScreen:drawPanel()
G.draw(self.iconImage, quad, 16, 16)
end
end
local pal = self.palette
if self.monName then
-- Nickname header is two lines: "<MON>'S" then "NICKNAME?".
Chrome.print(self.monName .. "'S", 5, 2)
Chrome.print("NICKNAME?", 5, 4)
Chrome.printThrough(self.monName .. "'S", 5, 2, pal)
Chrome.printThrough("NICKNAME?", 5, 4, pal)
else
Chrome.print(self.prompt, 5, 2)
Chrome.printThrough(self.prompt, 5, 2, pal)
end
self:drawEntry(5, self.isBox and 4 or 6)
@@ -489,17 +509,22 @@ function NamingScreen:drawPanel()
for col = 0, 8 do
local ch = line[col + 1]
if ch and ch ~= " " and ch ~= "" then
Chrome.print(ch, 2 + col * 2, keyboardTop + row * 2)
Chrome.printThrough(ch, 2 + col * 2, keyboardTop + row * 2, pal)
end
end
end
local labels = self.lower and BOTTOM_LOWER_LABELS or BOTTOM_UPPER_LABELS
local bottomY = keyboardTop + bottom * 2
for i, label in ipairs(labels) do
Chrome.print(label, BOTTOM_LABEL_TX[i], bottomY)
Chrome.printThrough(label, BOTTOM_LABEL_TX[i], bottomY, pal)
end
self:drawCursorBox(self:cursorTile())
local function cursor() self:drawCursorBox(self:cursorTile()) end
if pal and GbcPalette.available() then
GbcPalette.with(pal, cursor)
else
cursor()
end
G.setColor(1, 1, 1, 1)
end
@@ -511,23 +536,32 @@ function NamingScreen:drawWidescreen(winW, winH)
local G = love.graphics
-- The naming screen's own patterned backdrop is the surround: extend it to
-- the window edges so a widescreen boot has no black pillarbox.
self:drawBackdrop()
local scale = Chrome.fitScale(winW, winH)
local ox, oy = Chrome.fitOrigin(winW, winH, scale)
G.setColor(0.62, 0.62, 0.62, 1)
local paper = self:paperColor()
G.setColor(paper[1] / 255, paper[2] / 255, paper[3] / 255, 1)
G.rectangle("fill", 0, 0, winW, winH)
G.setColor(1, 1, 1, 1)
if self.tiles.border then
local tilesX = math.ceil(winW / (8 * scale))
local tilesY = math.ceil(winH / (8 * scale))
G.push()
G.scale(scale, scale)
for ty = 0, tilesY do
for tx = 0, tilesX do
G.draw(self.tiles.border, tx * 8, ty * 8)
local tile = self.tiles.border
local function blit()
G.setColor(1, 1, 1, 1)
G.push()
G.scale(scale, scale)
for ty = 0, tilesY do
for tx = 0, tilesX do
G.draw(tile, tx * 8, ty * 8)
end
end
G.pop()
end
if self.palette and GbcPalette.available() then
GbcPalette.with(self.palette, blit)
else
blit()
end
G.pop()
end
G.push()
G.translate(ox, oy)
+46 -4
View File
@@ -86,6 +86,10 @@ local ROWS = {
--
-- The two volume rows clamp at the ends rather than wrapping, the way
-- pokered's text-speed cursor does, so holding left reaches OFF and stays.
{ id = "controls", label = "CONTROLS", port = true,
activate = function(game)
require("src.ui.Screens").push(game, "BindingsMenu")
end },
{ label = "MUSIC VOL", key = "musicVol", port = true,
cycle = function(options, delta)
options.musicVol = stepVolume(options.musicVol, delta)
@@ -168,6 +172,34 @@ local ROWS = {
text = function(options)
return require("src.render.GBCFX").levelLabel(options.gbcfx or 0)
end },
{ id = "touchControls", label = "TOUCH PAD", port = true,
text = function(options)
local tc = options.touchControls
local on = not (type(tc) == "table" and tc.enabled == false)
return on and "ON" or "OFF"
end,
cycle = function(options, _delta, game)
local tc = type(options.touchControls) == "table" and options.touchControls or {}
tc.enabled = tc.enabled == false
options.touchControls = tc
require("src.core.TouchControls"):applyOptions(options)
if game and game.persistOptions then game:persistOptions() end
end },
{ id = "touchLayout", label = "TOUCH LAYOUT", port = true,
activate = function(game)
game.stack:push(require("src.ui.TouchControlsEditor").new(game))
end },
{ id = "haptics", label = "VIBRATION", port = true,
text = function(options)
return require("src.core.TouchControls").hapticLabel(options.haptics)
end,
cycle = function(options, delta, game)
local TC = require("src.core.TouchControls")
options.haptics = TC.cycleHaptics(options.haptics, delta)
TC:applyOptions(options)
TC.buzz(options.haptics)
if game and game.persistOptions then game:persistOptions() end
end },
{ label = "CANCEL", cancel = true },
}
@@ -192,11 +224,18 @@ local function sameRows(_, rows) return rows end
-- COLOR) simply appear in the list the hook receives.
local function buildRows()
local rows = {}
local env = os.getenv("POKEPORT_TOUCH")
local osName = love.system and love.system.getOS and love.system.getOS()
local showTouch = env == "1"
or (env ~= "0" and (osName == "Android" or osName == "iOS"))
for i, row in ipairs(ROWS) do
local copy = {}
for key, value in pairs(row) do copy[key] = value end
copy.id = copy.id or copy.key or (copy.cancel and "cancel") or nil
rows[i] = copy
if showTouch or (row.id ~= "touchControls" and row.id ~= "touchLayout"
and row.id ~= "haptics") then
local copy = {}
for key, value in pairs(row) do copy[key] = value end
copy.id = copy.id or copy.key or (copy.cancel and "cancel") or nil
rows[#rows + 1] = copy
end
end
return rows
end
@@ -287,6 +326,9 @@ end
function OptionsMenu:leave_()
if self.onDone then self.onDone(self.options) end
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
end
function OptionsMenu:update(_dt)
+66
View File
@@ -354,6 +354,12 @@ function PackMenu:useSelected()
end
return
end
-- engine/items/tmhm.asm:73
local def = self.items and self.items[row.id]
if def and def.teaches then
self:openTeachParty(row)
return
end
-- UseItem's jumptable runs off ITEMATTR's field-menu nibble, and the first
-- four entries are all .Oak -- an X ATTACK or a POKé DOLL used from the
-- field PACK prints OakThisIsntTheTimeText and goes nowhere. Only the
@@ -586,6 +592,66 @@ function PackMenu:giveToSlot(slot, row)
held:giveItem(row.id)
end
-- engine/items/tmhm.asm:73
function PackMenu:openTeachParty(row)
local game = self.game
local party = (self.save and self.save.party) or {}
if #party == 0 then
self.message = NO_POKEMON
return
end
if not (game and game.stack) then return end
if not pcall(Screens.get, game, "Gen2PartyMenu") then return end
local def = self.items and self.items[row.id]
local moveId = def and def.teaches
local moves = game.data and game.data.moves
local moveDef = moves and moves[moveId]
local moveName = (moveDef and moveDef.name) or moveId
self.staleRows = true
Screens.push(game, "Gen2PartyMenu", {
save = self.save,
prompt = "teach",
tmhm = { move = moveId },
onCancel = function()
game.stack:pop()
self:rebuild()
end,
onChoose = function(_slot, mon)
game.stack:pop()
local species = game.data and game.data.pokemon
and game.data.pokemon[mon.species]
local allowed = false
for _, id in ipairs((species and species.tmhm) or {}) do
if id == moveId then allowed = true end
end
if not allowed then
if game.say then
game:say(("%s can't learn %s!"):format(
mon.nickname or mon.species or "?", moveName))
end
return
end
for _, move in ipairs(mon.moves or {}) do
if move.id == moveId then
if game.say then
game:say(("%s already knows %s!"):format(
mon.nickname or mon.species or "?", moveName))
end
return
end
end
if not game.learnMoveOn then return end
game:learnMoveOn(mon, moveId, function(learned)
if not learned then return end
if tostring(row.id):sub(1, 3) == "HM_" then return end
require("src.core.gen2.Happiness").change(mon, "LEARNMOVE")
if game.consumeItem then game:consumeItem(row.id) end
self:rebuild()
end)
end,
})
end
function PackMenu:update(_dt)
local input = self.game and self.game.input
if not input then return end
+37 -3
View File
@@ -22,6 +22,7 @@ local GbcPalette = require("src.render.GbcPalette")
local HpBar = require("src.battle.gen2.HpBar")
local Logger = require("src.core.Logger")
local Mail = require("src.core.gen2.Mail")
local Mon = require("src.battle.gen2.Mon")
local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
@@ -90,11 +91,20 @@ function PartyMenu.new(game, opts)
self.save = save
self.party = opts.party or (save and save.party) or {}
local data = game and game.data or {}
-- engine/pokemon/move_mon.asm:1402
for i = 1, #self.party do
Mon.refreshStats(self.party[i], data)
end
self.icons = opts.icons or data.gen2Icons
self.palettes = opts.palettes or data.gen2Palettes
self.pokemon = opts.pokemon or data.pokemon
self.prompt = PartyMenu.PROMPTS[opts.prompt or "choose"] or opts.prompt
or PartyMenu.PROMPTS.choose
-- engine/pokemon/party_menu.asm:297
self.tmhm = opts.tmhm
if self.tmhm and (opts.prompt == nil or opts.prompt == "teach") then
self.prompt = PartyMenu.PROMPTS.teach
end
self.onChoose = opts.onChoose
self.onCancel = opts.onCancel
self.moves = opts.moves or data.moves
@@ -469,7 +479,14 @@ function PartyMenu:update(_dt)
elseif self.wantsSubmenu or self.wantsBattleSubmenu then
self:openSubmenu()
elseif self.onChoose then
self.onChoose(self.index, self.party[self.index])
local mon = self.party[self.index]
if self.tmhm and mon and mon.isEgg then
-- engine/items/tmhm.asm:104
local world = self.game and self.game.world
if world and world.playSfxNamed then world:playSfxNamed("Sfx_Wrong") end
return
end
self.onChoose(self.index, mon)
end
elseif input:wasPressed("b") then
self:storeCursor()
@@ -674,6 +691,18 @@ function PartyMenu.rowFor(mon)
}
end
-- engine/pokemon/party_menu.asm:331
function PartyMenu:tmhmAble(mon)
if not mon or mon.isEgg then return nil end
local move = self.tmhm and self.tmhm.move
if not move then return nil end
local species = self.pokemon and self.pokemon[mon.species]
for _, id in ipairs((species and species.tmhm) or {}) do
if id == move then return "ABLE" end
end
return "NOT ABLE"
end
-- WritePartyMenuTilemap, jumptable entry by jumptable entry. Every coordinate
-- below is the hlcoord the matching PARTYMENUQUALITY_* routine uses, and each
-- steps 2 * SCREEN_WIDTH per mon:
@@ -712,10 +741,15 @@ function PartyMenu:drawPanel()
self:drawIcon(mon, self:iconX(i), 4 + (i - 1) * 16 + self:iconBob(i))
local row = PartyMenu.rowFor(mon)
Chrome.print(row.name, 3, nameY)
if row.hp then Chrome.print(row.hp, 13, nameY) end
if self.tmhm then
local able = self:tmhmAble(mon)
if able then Chrome.print(able, 12, dataY) end
else
if row.hp then Chrome.print(row.hp, 13, nameY) end
if row.hp then self:drawHpBar(mon, 11, dataY) end
end
if row.status then Chrome.print(row.status, 5, dataY) end
if row.level then Chrome.print(row.level, 8, dataY) end
if row.hp then self:drawHpBar(mon, 11, dataY) end
end
-- .end does `dec hl` twice from the row past the last nickname, so CANCEL
+21 -3
View File
@@ -188,6 +188,22 @@ function PokedexMenu.new(game, opts)
self.dexPalette = gfx.palette
end
-- pokegold engine/pokegear/pokegear.asm Pokedex_GetArea: the AREA page
-- draws through the Pokegear's own town-map tiles and TownMapPals, not the
-- dex's PokedexLZ sheet.
local mapGfx = (opts.menuGfx or data.gen2MenuGfx or {}).pokegear
self.mapGfx = mapGfx
if mapGfx then
self.mapSheet = TileSheet.new({
path = mapGfx.tiles, wide = mapGfx.tilesWide or 16, firstTile = 0,
paletteFor = function(tile)
if not mapGfx.palettes then return nil end
if tile >= 0x60 then return mapGfx.palettes[1] end
return mapGfx.palettes[(mapGfx.palMap and mapGfx.palMap[tile + 1]) or 1]
end,
})
end
-- Pokedex_LoadUnownFont: 27 tiles at vTiles2 tile FIRST_UNOWN_CHAR, live
-- only while UNOWN MODE is on screen. It is a sheet rather than a font
-- page (see PokedexMenu:unownGlyph), and it draws through the dex palette
@@ -793,7 +809,7 @@ end
function PokedexMenu:playerLandmark()
local save = self.game and self.game.save
local mapId = save and save.position and save.position.map
local def = mapId and self.data and self.data.maps and self.data.maps[mapId]
local def = mapId and self.data and self.data.gen2Maps and self.data.gen2Maps[mapId]
return def and def.landmark
end
@@ -803,11 +819,13 @@ end
-- substitutes them), and borrowing Pokegear's would freeze the map's ink.
function PokedexMenu:drawTilemap(cells)
if type(cells) ~= "table" then return end
local sheet = self.mapSheet
if not sheet then return end
local i = 1
for ty = 0, Chrome.SCREEN_H - 1 do
for tx = 0, Chrome.SCREEN_W - 1 do
local id = cells[i]
if id then self:tile(id, tx, ty) end
if id then sheet:draw(id, tx, ty) end
i = i + 1
end
end
@@ -837,7 +855,7 @@ function PokedexMenu:drawArea()
-- uses. Without it (a cache imported before the town map was extracted) the
-- page still lists the landmark NAMES, which is the information the screen
-- exists to convey.
local maps = self.gfx and self.gfx.maps
local maps = self.mapGfx and self.mapGfx.maps
local cells = maps and maps[region]
if cells then
self:drawTilemap(cells)
+40 -15
View File
@@ -1084,16 +1084,20 @@ function Pokegear:update(_dt)
-- answers -1 rather than backing out to the strip.
if self.fly then return self:updateFlyMap(input) end
if self.mode == "strip" then
if input:wasPressed("left") then
self.cardIndex = self.cardIndex > 1 and self.cardIndex - 1 or #self.cards
elseif input:wasPressed("right") then
self.cardIndex = self.cardIndex < #self.cards and self.cardIndex + 1 or 1
elseif input:wasPressed("a") then
self.mode = "card"
elseif input:wasPressed("b") then
if self.onClose then self.onClose() end
local stripCard = self:card()
if not (stripCard and stripCard.id == "phone") then
if input:wasPressed("left") then
self.cardIndex = self.cardIndex > 1 and self.cardIndex - 1 or #self.cards
elseif input:wasPressed("right") then
self.cardIndex = self.cardIndex < #self.cards and self.cardIndex + 1 or 1
elseif input:wasPressed("a") then
self.mode = "card"
elseif input:wasPressed("b") then
if self.onClose then self.onClose() end
end
return
end
return
self.mode = "card"
end
-- Inside a card.
local card = self:card()
@@ -1105,6 +1109,19 @@ function Pokegear:update(_dt)
-- submenu is waiting for.
local phoneBusy = card and card.id == "phone"
and (self.call ~= nil or self.phoneSubmenu ~= nil)
-- engine/pokegear/pokegear.asm:799
if card and card.id == "phone" and not phoneBusy then
if input:wasPressed("b") then
if self.onClose then self.onClose() end
return
elseif input:wasPressed("left") then
self:switchCard("map", "clock")
return
elseif input:wasPressed("right") then
self:switchCard("radio")
return
end
end
if not phoneBusy and input:wasPressed("b") then
self.mode = "strip"
self:stopRadio()
@@ -1537,6 +1554,9 @@ function Pokegear:callContact(id)
text = self:phoneText("GearOutOfService") }
return
end
-- pokegold engine/pokegear/pokegear.asm:883-889: SFX_CALL rings before the call connects.
local world = self.game and self.game.world
if world then world:playSfxNamed("Sfx_Call", 106) end
local call = Phone.call(self.save, id, context)
local name, className = Phone.contactName(id, self.trainers)
call.name, call.className = name, className
@@ -1562,6 +1582,11 @@ end
-- HangUp: the click, the boops, and back to "Whom do you want to call?".
function Pokegear:hangUp()
-- pokegold engine/phone/phone.asm:517-519: HangUp_Beep plays SFX_HANG_UP.
if self.call and self.call.kind ~= "nosignal" then
local world = self.game and self.game.world
if world then world:playSfxNamed("Sfx_HangUp", 107) end
end
self.call = nil
end
@@ -1768,14 +1793,13 @@ function Pokegear:loadArrowSheet()
self.arrow = false
local gfx = self.gfx
if gfx and gfx.sprites then
self:loadPlayerIcon()
self.arrow = TileSheet.new({
path = gfx.sprites, wide = gfx.spritesWide or 2, firstTile = 0,
-- The icon strip's palette (cream / orange / brown / black), not BG
-- palette 0's greys: the arrow is an OBJ and the cart tints it to match
-- the card icons it points at. The extract carries the gear's BG
-- palettes only, and palMap gives every icon-strip tile this same index,
-- so it is the one that reproduces the cart rather than a guess.
palette = gfx.palettes and (gfx.palettes[4] or gfx.palettes[1]),
-- pokegold data/sprite_anims/oam.asm .OAMData_RedWalk: STILL_CURSOR's
-- oamset reuses RED_WALK's OAM data, so this wears PAL_OW_RED.
palette = (self.playerIcon and self.playerIcon.objColors)
or (gfx.palettes and gfx.palettes[1]),
})
end
end
@@ -2050,6 +2074,7 @@ function Pokegear:drawPlayerIcon(x, y)
local beat = math.floor((self.iconTimer or 0) / 8)
-- .OAMData_RedWalk (data/sprite_anims/oam.asm:314-319) hangs its four tiles
-- at -8,-8; camY of -4 undoes the world's sprite lift.
love.graphics.setColor(1, 1, 1, 1)
self.playerIcon:draw(x - 8, y - 8, 0, -4, "down",
beat % 2, beat == 3)
return true
+6
View File
@@ -261,6 +261,8 @@ function SummaryMenu.new(game, opts)
math.min(opts.index or 1, math.max(1, #self.party)))
self.mon = self.party[self.index]
end
-- engine/pokemon/move_mon.asm:1402
Mon.refreshStats(self.mon, data)
self.page = opts.page or PINK_PAGE
-- ManagePokemonMoves opens straight onto MoveScreenLoop's screen; SELECT off
-- the green page reaches the same view with the stats pages still behind it.
@@ -678,6 +680,8 @@ function SummaryMenu:switchMon(delta)
if next_ < 1 or next_ > #self.party then return false end
self.index = next_
self.mon = self.party[next_]
-- engine/pokemon/move_mon.asm:1402
Mon.refreshStats(self.mon, self.game and self.game.data)
self.moveIndex = 1
self:playCry()
return true
@@ -694,6 +698,8 @@ function SummaryMenu:switchMonPastEggs(delta)
if next_ < 1 or next_ > #self.party then return false end
self.index = next_
self.mon = self.party[next_]
-- engine/pokemon/move_mon.asm:1402
Mon.refreshStats(self.mon, self.game and self.game.data)
self.moveIndex = 1
self:playCry()
return true
+34 -3
View File
@@ -45,6 +45,7 @@
local Anim = require("src.core.gen2.TradeAnim")
local Assets = require("src.render.Assets")
local Chrome = require("src.ui.gen2.Chrome")
local Font = require("src.render.Font")
local GbcPalette = require("src.render.GbcPalette")
local Music = require("src.core.Music")
local Palettes = require("src.world.gen2.Palettes")
@@ -202,6 +203,15 @@ local TEMPLATE_ROWS = {
{ row = 6, text = "<ID>№." },
}
-- gfx/sgb/predef.pal:29
local function scale5(value) return math.floor(value * 255 / 31 + 0.5) end
local TRADE_TUBE_PAL = {
{ scale5(31), scale5(31), scale5(31) },
{ scale5(18), scale5(20), scale5(27) },
{ scale5(11), scale5(15), scale5(23) },
{ 0, 0, 0 },
}
--------------------------------------------------------------------------
-- Construction
--------------------------------------------------------------------------
@@ -367,8 +377,22 @@ end
-- reading through.
-- `index` is a GB shade, 0 (white) to 3 (black); GbcPalette.color counts from
-- 1, as the palettes themselves do.
function TradeAnimView:bgColors()
local id = (self.beat or {}).id or ""
local pan = id:find("_pan_", 1, true)
if not pan then
return Palettes.textColors(self.palettes)
end
local colors = TRADE_TUBE_PAL
-- engine/movie/trade_animation.asm:1271
if math.floor((self.frame or 0) / 8) % 2 == 1 then
colors = { colors[1], colors[3], colors[2], colors[4] }
end
return colors
end
function TradeAnimView:shade(index)
local colors = Palettes.textColors(self.palettes)
local colors = self:bgColors()
local rgb = GbcPalette.color(colors, index + 1)
or ({ { 255, 255, 255 }, { 168, 168, 168 }, { 96, 96, 96 },
{ 0, 0, 0 } })[index + 1]
@@ -384,7 +408,7 @@ end
-- and GbcPalette maps them. A driver with no shader draws the greys, which
-- is the DMG ramp and not a black frame.
function TradeAnimView:through(body)
local colors = Palettes.textColors(self.palettes)
local colors = self:bgColors()
love.graphics.setColor(1, 1, 1, 1)
if colors and GbcPalette.available() then
GbcPalette.with(colors, body)
@@ -538,8 +562,12 @@ function TradeAnimView:drawStats(record, offset)
G.push()
G.translate(offset, WINDOW_Y)
Chrome.textbox(PANEL_X, PANEL_Y, PANEL_INNER_W, PANEL_INNER_H)
-- pokegold engine/movie/trade_animation.asm:883-897,925-929: PlaceString
-- and PrintNum overwrite the border's own tile at cols 4-12, row 0.
G.setColor(1, 1, 1, 1)
G.rectangle("fill", (PANEL_X + 1) * 8, PANEL_Y * 8, 9 * 8, 8)
for _, row in ipairs(TEMPLATE_ROWS) do
Chrome.print(row.text, PANEL_X + 1, row.row)
Chrome.print(Strings(row.text), PANEL_X + 1, row.row)
end
Chrome.print(Chrome.number(record.dex or 0, 3, true), PANEL_X + 7, 0)
Chrome.print(record.name, PANEL_X + 1, 2)
@@ -763,6 +791,8 @@ end
function TradeAnimView:drawPanel()
local id = (self.beat or {}).id
local t = self.offset or 0
-- engine/movie/trade_animation.asm:151
local wasBattle = Font.useBattleExtra(true)
Chrome.clear()
if GIVE_BEATS[id] then
@@ -790,6 +820,7 @@ function TradeAnimView:drawPanel()
end
end
love.graphics.setColor(1, 1, 1, 1)
Font.useBattleExtra(wasBattle)
end
function TradeAnimView:drawTubeBeat(id, t)
+40 -4
View File
@@ -453,16 +453,27 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
-- walks out of the warp, not beside him (#863)
require("src.world.PikachuFollower").onMapEntered(Game, self, opts, true)
-- opts.keepMusic: the Oak-escort warp keeps MUSIC_MEET_PROF_OAK
-- playing into the lab (BIT_NO_MAP_MUSIC in wStatusFlags7);
-- keepMusicOnce is the play_music opts.keep one-shot of the same bit
-- opts.keepMusic preserves the Oak-escort song across the lab warp,
-- matching BIT_NO_MAP_MUSIC: MUSIC_MUSEUM_GUY in Yellow and
-- MUSIC_MEET_PROF_OAK in Red/Blue. keepMusicOnce is the equivalent
-- one-shot set by play_music opts.keep.
local keepMusic = (opts and opts.keepMusic) or self.keepMusicOnce
self.keepMusicOnce = nil
if not keepMusic then
-- ..(home/overworld.asm ln 2346)
local Music = require("src.core.Music")
-- opts.freshBoot: switch instantly instead of cross-fading, like every
-- other map's PlayDefaultMusic on real hardware -- set only by
-- Game.lua's hard state teleports (onContinue, New Game, F2,
-- restoreCheckpointSave). Deliberately separate from opts.via ==
-- "boot" itself: dev tooling (src/dev/Console.lua's warp verb,
-- src/dev/HotReload.lua's reloadMap) reuses that same default for the
-- surf-restore/fresh-npc-pool branches above and must keep the
-- ordinary crossfade.
local fade = Music.MAP_FADE
if opts and opts.freshBoot then fade = nil end
Music.playMap(Game.data, mapId, Game.save.onBike, self.player.surfing,
Music.MAP_FADE)
fade)
end
-- forced bike/surf tiles fire the moment the player is placed on the
@@ -3394,6 +3405,7 @@ function OverworldState:showMapText(textConst, npc, onDone)
-- the winning contribution's rows run as their owner (09 §4.4): mod:
-- field routing, strict dispatch and error reports all read the source
self.runner:run(script, { npc = npc, onDone = onDone,
checkpointOnDone = onDone and "release_npc" or nil,
source = mapScripts.talkSource(self.map.id, textConst) })
return
end
@@ -4066,6 +4078,30 @@ function OverworldState:restoreBattleContinuation(battle, origin)
battle.onFinish = function(result) self:afterBattle(result, battle) end
return true
end
if origin.kind == "script_battle" then
if origin.battleKind ~= battle.kind
or (battle.kind == "trainer" and (origin.trainerClass ~= battle.oppClass
or origin.partyIndex ~= (battle.partyIndex or 1)))
or type(origin.script) ~= "table" or type(origin.pc) ~= "number" then
return false
end
local npc = origin.npcId and self.npcPool and self.npcPool[origin.npcId] or nil
if origin.npcId and not npc then return false end
battle.onFinish = function(result)
local runner = self.runner
if not runner or runner:isRunning() then
runner = ScriptRunner.new(game, self)
self.runner = runner
end
runner:run(origin.script, {
npc = npc,
source = origin.source,
resumeBattle = { result = result, battle = battle },
}, origin.pc)
end
battle.checkpointScriptContinuation = true
return true
end
if origin.kind ~= "trainer_encounter" or battle.kind ~= "trainer"
or origin.trainerClass ~= battle.oppClass
or origin.partyIndex ~= (battle.partyIndex or 1)
+41
View File
@@ -69,6 +69,22 @@ local function mapTileRows(map)
return rows, detailRows
end
local function acceptsMenuInput(game, ow)
local stack = game and game.stack
local runner = ow and ow.runner
return ow and stack and stack.top and stack:top() == ow
and not ow.transitioning and not ow.flyAnim and not ow.teleportOut
and not ow.engaging and not ow.emote and not ow.pikaHop and not ow.healAnim
and not (ow.player and (ow.player.moving or ow.player.inputLocked))
and not (runner and runner.isRunning and runner:isRunning())
and #(ow.scriptMoves or {}) == 0
end
local function validPartySlot(party, slot)
return type(slot) == "number" and slot == math.floor(slot)
and party[slot] ~= nil
end
function WorldAPI.new(game, modId)
return setmetatable({ game = game, modId = modId }, WorldAPI)
end
@@ -98,6 +114,31 @@ function WorldAPI:current()
facing = p and p.facing }
end
-- Companion UIs may offer party ordering while the player is in free roam.
-- The same guard that makes opening a menu safe keeps scripts, transitions,
-- movement and screens above the overworld from observing a mid-action swap.
function WorldAPI:canReorderParty()
local game, ow = self.game, self:overworld()
local party = game and game.save and game.save.party or {}
return #party > 1 and not not acceptsMenuInput(game, ow)
end
function WorldAPI:reorderParty(fromSlot, toSlot)
local game, ow = self.game, self:overworld()
if not ow then return nil, NO_OVERWORLD end
if not acceptsMenuInput(game, ow) then return nil, "world is busy" end
local party = game.save and game.save.party or {}
if not validPartySlot(party, fromSlot)
or not validPartySlot(party, toSlot) then
return nil, "invalid party slot"
end
if fromSlot ~= toSlot then
party[fromSlot], party[toSlot] = party[toSlot], party[fromSlot]
require("src.core.Sound").play(game.data, "Swap")
end
return true
end
-- A compact, read-only view of the active map for minimaps and companion UIs.
-- `rows` describes collision terrain; optional `tileRows` reduces each real
-- 8x8 map tile to its average Game Boy shade ("0" lightest, "3" darkest).
+34
View File
@@ -442,6 +442,27 @@ function NPC:updateTreeShake()
return true
end
function NPC:scriptRockSmash(frames)
-- engine/overworld/map_objects.asm:1462
self.rockSmash = {
frame = 0,
frames = frames or 10,
}
self.frozen = true
return true
end
function NPC:updateRockSmash()
local st = self.rockSmash
if not st then return false end
st.frame = st.frame + 1
if st.frame >= st.frames then
self.rockSmash = nil
return false
end
return true
end
-- `passable` is the follower's escape (src/world/gen2/Follower.lua), the same
-- name and meaning src/world/Collision.lua:20 gives it under Gen 1.
local function occupied(entities, tx, ty, self)
@@ -514,6 +535,10 @@ function NPC:update(map, entities)
self:updateTreeShake()
return
end
if self.rockSmash then
self:updateRockSmash()
return
end
-- NPC_CHANGE_FACING (src/world/NPC.lua:71): one walk cycle in place, no
-- translation. Above the moving arm because it has no targetX to reach,
-- and the arm below would assign cellX = nil a frame later.
@@ -726,6 +751,15 @@ function NPC:draw(ox, oy, scale)
self.sprite:draw(
self.px, self.py + yOffset, 0, 0,
facing, 0, false, false, q == 3)
elseif self.rockSmash then
-- engine/overworld/map_objects.asm:1462
if (self.rockSmash.frame % 2) == 0 then
G.pop()
return
end
self.sprite:draw(
self.px, self.py + yOffset, 0, 0,
self.facing, self:walkPhase(), self.stepFlip)
else
self.sprite:draw(
self.px, self.py + yOffset, 0, 0,
+14
View File
@@ -175,6 +175,20 @@ function Permissions.currentDirection(coll)
return CURRENT_DIR[coll % 4]
end
-- DoPlayerMovement .CheckTile, HI_NYBBLE_WARPS arm (.warps): landing on a
-- door/staircase/cave forces a walk DOWN off it (engine/overworld/player_movement.asm).
local DOOR_FORCED = {
[0x71] = true, -- COLL_DOOR
[0x79] = true, -- COLL_DOOR_79 (unused)
[0x7a] = true, -- COLL_STAIRCASE
[0x7b] = true, -- COLL_CAVE
}
function Permissions.doorForcedDirection(coll)
if DOOR_FORCED[coll] then return "down" end
return nil
end
-- CheckCutCollision (engine/overworld/tile_events.asm): the collisions CUT is
-- allowed to swing at. Both grasses are in it, which is why CUT mows a patch
-- of tall grass down to bare ground and not only trees.
+24 -3
View File
@@ -17,6 +17,12 @@ local TURN_FRAMES = 4
-- at the walking rate, which is what stops a bike step flickering the legs.
Player.STEP_FRAMES = STEP_FRAMES
-- engine/overworld/map_objects.asm:1815
local JUMP_Y = {
-4, -6, -8, -10, -11, -12, -12, -12,
-11, -10, -9, -8, -6, -4, 0, 0,
}
function Player.new(cx, cy, facing, spriteDef)
local self = setmetatable({
cellX = cx, cellY = cy,
@@ -140,6 +146,9 @@ function Player:facingCell()
end
function Player:walkPhase()
-- pokegold engine/overworld/map_objects.asm StepFunction_Turn: forces the
-- walking leg frame for the whole 4-frame turn-in-place.
if self.turnTimer > 0 then return 1 end
if not self.moving then return 0 end
local p = self.animClock % STEP_FRAMES
return (p >= 4 and p < 12) and 1 or 0
@@ -167,9 +176,11 @@ function Player:update()
self.px = self.cellX * 16 + dx * adv
self.py = self.cellY * 16 + dy * adv
if self.jumping then
-- The hop arc. Cosmetic: the grid position is the straight-line
-- interpolation above, only the drawn pixels rise.
self.py = self.py - math.floor(6 * math.sin(math.pi * self.progress / frames))
-- engine/overworld/map_objects.asm:1815
local idx = math.floor((self.progress - 1) / 2) + 1
if idx < 1 then idx = 1 end
if idx > #JUMP_Y then idx = #JUMP_Y end
self.spriteYOffset = JUMP_Y[idx]
end
if self.progress >= frames then
self.cellX, self.cellY = self.targetX, self.targetY
@@ -177,6 +188,7 @@ function Player:update()
self.px, self.py = self.cellX * 16, self.cellY * 16
self.moving = false
self.jumping = nil
self.spriteYOffset = 0
self.stepFlip = not self.stepFlip
return true
end
@@ -190,6 +202,15 @@ function Player:draw(ox, oy, scale)
-- standing on. StepFunction_GotBite's `xor 1` rod bob and the fly take-off
-- lift both ride this one byte.
local yOffset = self.spriteYOffset or 0
if self.jumping then
-- engine/overworld/map_objects.asm:1995
local gx = ox + self.px * scale
local gy = oy + self.py * scale
local s = 16 * scale
G.setColor(0, 0, 0, 0.4)
G.ellipse("fill", gx + s * 0.5, gy + s * 0.85, s * 0.35, s * 0.12)
G.setColor(1, 1, 1, 1)
end
if self.sprite then
G.push()
G.translate(ox, oy)
+200 -55
View File
@@ -46,6 +46,7 @@ local Music = require("src.core.Music")
local NPC = require("src.world.gen2.Npc")
local Party = require("src.pokemon.Party")
local Permissions = require("src.world.gen2.Permissions")
local Pipelines = require("src.render.Pipelines")
local Player = require("src.world.gen2.Player")
local Pokerus = require("src.core.gen2.Pokerus")
local Roamers = require("src.core.gen2.Roamers")
@@ -620,6 +621,8 @@ function World.new(game)
-- which is why a cut tree is back the next time you walk in. Restoring
-- these at the top of setMap is that refill.
blockEdits = {},
-- engine/overworld/map_setup.asm:78
objectSpawns = {},
-- A field move that is mid-flow (the used-X text, then its effect).
fieldMove = nil,
-- ---- state the script VM owns ------------------------------------------
@@ -1818,6 +1821,15 @@ function World:moveObject(objectId, cellX, cellY)
local def = self.map and self.map.def
local obj = def and def.objects and def.objects[index]
if not (obj and cellX and cellY) then return end
local mapId = self.map and self.map.id
local key = obj.index or index
if mapId then
self.objectSpawns = self.objectSpawns or {}
self.objectSpawns[mapId] = self.objectSpawns[mapId] or {}
if not self.objectSpawns[mapId][key] then
self.objectSpawns[mapId][key] = { obj.x, obj.y }
end
end
obj.x, obj.y = cellX, cellY
local npc = self:objectEntity(objectId)
if npc and npc ~= self.player then
@@ -3714,6 +3726,16 @@ function World:updateMovement()
while st.i <= #st.bytes do
local b = st.bytes[st.i]
st.i = st.i + 1
-- engine/overworld/movement.asm:163
if b == 0x57 then
local duration = st.bytes[st.i] or 0
st.i = st.i + 1
if ent.scriptRockSmash then
ent:scriptRockSmash(duration)
end
st.sleep = duration
return
end
local act = Movement.decodeByte(b)
if act.kind == "end" then
-- SLIDING_F is an object flag, not a stream one, so a stream that never
@@ -5236,6 +5258,38 @@ function World:restoreBlocks()
return any
end
function World:restoreObjectSpawns()
-- engine/overworld/map_setup.asm:78
local spawns = self.objectSpawns
if not spawns then return end
for mapId, byIndex in pairs(spawns) do
local def = self.maps and self.maps[mapId]
local objects = def and def.objects
if objects then
for key, xy in pairs(byIndex) do
local obj
for _, row in ipairs(objects) do
if (row.index or 0) == key then obj = row break end
end
if obj then
obj.x, obj.y = xy[1], xy[2]
end
local npc = self.npcPool
and self.npcPool[string.format("%s_obj_%d", mapId, key)]
if npc then
npc.cellX, npc.cellY = xy[1], xy[2]
npc.px, npc.py = xy[1] * 16, xy[2] * 16
npc.homeX, npc.homeY = xy[1], xy[2]
npc.moving = false
npc.progress = 0
npc.targetX, npc.targetY = nil, nil
end
end
end
spawns[mapId] = nil
end
end
-- Drop the loaded map's baked canvases and bake again. Same shape as what
-- pollTimeOfDay does when the clock rolls the palette over; a block edit
-- invalidates the bake for the same reason a palette change does. A world with
@@ -5359,8 +5413,10 @@ end
-- picked, and TextBox reads it back off game.stringBuffer.
function World:setNickname(mon)
if not self.game then return end
self.game.stringBuffer =
(mon and (mon.nickname or mon.name or mon.species)) or ""
local name = (mon and (mon.nickname or mon.name or mon.species)) or ""
self.game.stringBuffer = name
-- engine/events/overworld.asm:1339
if self.vm then self.vm.stringBuffer = name end
end
function World:playMonCry(mon)
@@ -8303,6 +8359,7 @@ function World:setMap(mapId, cx, cy, facing, opts)
-- and WHIRLPOOL swapped out goes back: a cut tree is standing again the next
-- time the map is loaded, and this has to happen before Map.new reads them.
self:restoreBlocks()
self:restoreObjectSpawns()
-- HandleNewMap (home/map.asm:216-228) runs ResetMapBufferEventFlags before
-- anything else that touches state: event flags 0-7
-- (EVENT_TEMPORARY_UNTIL_MAP_RELOAD) die on every map load, which is what
@@ -8783,7 +8840,8 @@ function World:tryLedgeJump(dir)
-- ShakeGrass (engine/overworld/movement.asm:741-770).
p.inGrass, p.grassShake = false, nil
p.progress = 0
p.stepFrames = Player.STEP_FRAMES
-- engine/overworld/map_objects.asm:1163
p.stepFrames = Player.STEP_FRAMES * 2
self:playSfxNamed("Sfx_JumpOverLedge", SFX_JUMP_OVER_LEDGE)
return true
end
@@ -9555,11 +9613,13 @@ function World:stepBody()
-- is a scripted step under World:busy, which returns above this line.
local dir = self.heldDir
if not p.moving then
local current = Permissions.currentDirection(self:playerCollision())
local coll = self:playerCollision()
local current = Permissions.currentDirection(coll)
or Permissions.doorForcedDirection(coll)
if current then
dir = current
elseif self.turningDirection
and Permissions.isIce(self:playerCollision()) then
and Permissions.isIce(coll) then
dir = self.turningDirection
elseif not dir then
self.turningDirection = nil
@@ -9615,7 +9675,17 @@ function World:drawGround(s)
-- clear colour. LoadMetatiles fills it with wMapBorderBlock instead, and
-- the connection strips and the map draw straight over the top of it.
if self.map then
local bw, bh = G.getDimensions()
-- Destination size must be the CURRENT canvas (tilt grows it past the
-- window). getDimensions() is always the window, so a grown tilt capture
-- used to tile the void against the wrong view and the fill drifted off
-- the map grid as the camera moved.
local canvas = G.getCanvas()
local bw, bh
if canvas then
bw, bh = canvas:getDimensions()
else
bw, bh = G.getDimensions()
end
BorderFill.draw(self, self:borderImageFor(self.map.id),
cam.x, cam.y, bw, bh, s, self.map.id)
end
@@ -9691,45 +9761,51 @@ function World:drawPeople(s, billboard)
end
end
if self.emote and self.emote.image then
local e = self.emote
local ex = math.floor((e.entity.px - cam.x) * s)
local ey = math.floor((e.entity.py - 16 - cam.y) * s)
-- SpawnEmote.EmoteObject (engine/overworld/map_objects.asm:2029) spawns the
-- bubble as an OBJ on PAL_OW_EMOTE, which LoadMapPals resolves to the
-- "silver" row of gfx/overworld/npc_sprites.pal (white / white / RGB
-- 13,13,13 / black). That row is byte-identical in all four daytime
-- blocks, so the bubble is the same at any hour, but it still goes through
-- the daytime lookup because that is what LoadMapPals does and it keeps the
-- emote on the same path as every other OW sprite. Blitting the extracted
-- sheet raw left the interior at the DMG ramp's shade 1 (170 grey) instead
-- of white: the Gen 2 repeat of #505.
local emoteColors = Palettes.spritePalette(self.palettes,
self.daytime or Palettes.daytimeFor(self.map and self.map.def,
self:hour(), self.flashUsed),
{ paletteId = 5 })
local function blit()
G.setColor(1, 1, 1, 1)
G.draw(e.image, ex, ey, 0, s, s)
end
local function body()
-- GbcPalette.with, not useRaw: the DMG and CLASSIC colour modes still
-- have to collapse the row to their own ramps, and it restores whatever
-- shader the billboard pass had set rather than assuming none.
if emoteColors and GbcPalette.available() then
GbcPalette.with(emoteColors, blit)
else
blit()
end
end
if billboard then
billboard(ex + 8 * s, ey + 32 * s, body)
self:drawEmote(s, billboard)
self:drawHealAnim(s, billboard)
end
-- Split out of drawPeople so World:drawPipeline composites the one copy the
-- flat and tilt paths draw, not a second transcription of it.
function World:drawEmote(s, billboard)
if not (self.emote and self.emote.image) then return end
local G = love.graphics
local cam = self.camera
local e = self.emote
local ex = math.floor((e.entity.px - cam.x) * s)
local ey = math.floor((e.entity.py - 16 - cam.y) * s)
-- SpawnEmote.EmoteObject (engine/overworld/map_objects.asm:2029) spawns the
-- bubble as an OBJ on PAL_OW_EMOTE, which LoadMapPals resolves to the
-- "silver" row of gfx/overworld/npc_sprites.pal (white / white / RGB
-- 13,13,13 / black). That row is byte-identical in all four daytime
-- blocks, so the bubble is the same at any hour, but it still goes through
-- the daytime lookup because that is what LoadMapPals does and it keeps the
-- emote on the same path as every other OW sprite. Blitting the extracted
-- sheet raw left the interior at the DMG ramp's shade 1 (170 grey) instead
-- of white: the Gen 2 repeat of #505.
local emoteColors = Palettes.spritePalette(self.palettes,
self.daytime or Palettes.daytimeFor(self.map and self.map.def,
self:hour(), self.flashUsed),
{ paletteId = 5 })
local function blit()
G.setColor(1, 1, 1, 1)
G.draw(e.image, ex, ey, 0, s, s)
end
local function body()
-- GbcPalette.with, not useRaw: the DMG and CLASSIC colour modes still
-- have to collapse the row to their own ramps, and it restores whatever
-- shader the billboard pass had set rather than assuming none.
if emoteColors and GbcPalette.available() then
GbcPalette.with(emoteColors, blit)
else
body()
blit()
end
end
self:drawHealAnim(s, billboard)
if billboard then
billboard(ex + 8 * s, ey + 32 * s, body)
else
body()
end
end
function World:drawWorldBody(s)
@@ -9737,6 +9813,52 @@ function World:drawWorldBody(s)
self:drawPeople(s)
end
-- Gold's half of the world-pipeline seam: same ctx keys, same order and the
-- same nil-falls-back-to-2D rule as src/world/OverworldController.lua:4867.
function World:drawPipeline(id, w, h, s)
local G = love.graphics
local cam = self.camera
local ctx = {
state = self, cam = cam,
vw = self.viewW, vh = self.viewH,
-- No BG-only shake here: World:draw slides the whole frame through
-- camera.y, so the ground row IS the camera row.
bgY = cam.y,
width = w, height = h, scale = s,
level = Pipelines.level(id),
-- imageFor keys its bakes by GbcPalette.mode, so the colour is already in
-- the art: nil, like Gen 1 returns in its true-colour modes.
paletteFor = function() return nil end,
spriteColors = function() return nil end,
-- Gold's only standing effects; it has no dust/cutTree/bird/rod overlay,
-- and Gen 1's `at` skips a nil body, so those keys are simply absent.
fx = {
emote = function() self:drawEmote(1, nil) end,
heal = function() self:drawHealAnim(1, nil) end,
},
}
-- `project(wx, wy)` -> canvas pixels, nil behind the camera. s = 1 lays the
-- closures out in world pixels off the flat foot, the unit Gen 1 uses.
ctx.drawFx = function(project, scale)
scale = scale or s
local function at(fx, fy, body)
local sx, sy = project(fx + cam.x, fy + cam.y)
if not sx then return end -- behind the camera
G.push()
G.scale(scale, scale)
G.translate(sx / scale - fx, sy / scale - fy)
body()
G.pop()
end
self:drawEmote(1, at)
self:drawHealAnim(1, at)
end
local override = Pipelines.drawWorld(id, ctx)
-- world post-processes fold in here, so they never touch the text box on top
if override then override = Pipelines.worldPresent(override, ctx) end
return override
end
-- The perspective quad TILT draws the ground onto. The shader and the
-- 4-vertex mesh are the renderer's -- the projection is the same one the Gen 1
-- world pass uses, so there is no reason for a second copy of either.
@@ -9748,21 +9870,25 @@ function World:tiltMesh()
return mesh, shader
end
function World:drawTilted(w, h, s)
-- `gw, gh` are the grown capture size from World:draw (Tilt.viewGrowth),
-- matching Renderer:worldViewSize. Camera is already followed for that view.
function World:drawTilted(w, h, s, gw, gh)
local mesh, shader = self:tiltMesh()
if not mesh then
self:drawWorldBody(s)
return
end
local G = love.graphics
gw = gw or w
gh = gh or h
-- Linear sampling on the tilt canvas softens the shimmer the perspective
-- warp would otherwise put on every pixel edge; the flat path keeps nearest.
if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= w
or self.tiltCanvas:getHeight() ~= h then
if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= gw
or self.tiltCanvas:getHeight() ~= gh then
if self.tiltCanvas and self.tiltCanvas.release then
self.tiltCanvas:release()
end
self.tiltCanvas = G.newCanvas(w, h)
self.tiltCanvas = G.newCanvas(gw, gh)
self.tiltCanvas:setFilter("linear", "linear")
end
@@ -9778,11 +9904,14 @@ function World:drawTilted(w, h, s)
G.setCanvas(previous)
mesh:setTexture(self.tiltCanvas)
mesh:setVertices(Tilt.meshCorners(w, h))
mesh:setVertices(Tilt.meshCorners(gw, gh))
G.push()
G.translate((w - gw) / 2, (h - gh) / 2)
G.setColor(1, 1, 1, 1)
G.setShader(shader)
G.draw(mesh)
G.setShader()
G.pop()
-- ...and the standing things over it, each translated from its flat foot
-- onto that foot's projection. Nothing here is sheared or resized: tilt
@@ -9791,10 +9920,10 @@ function World:drawTilted(w, h, s)
-- The ground quad carries the flat canvas and nothing else, so a foot
-- outside it has no ground under it; drawing it anyway put NPCs from two
-- screens away over the border fill, where the map stops being drawn.
if not Tilt.onGround(fx, fy, w, h, 32 * s) then return end
local sx, sy = Tilt.groundPoint(fx, fy, w, h)
if not Tilt.onGround(fx, fy, gw, gh, 32 * s) then return end
local sx, sy = Tilt.groundPoint(fx, fy, gw, gh)
G.push()
G.translate(sx - fx, sy - fy)
G.translate(sx - fx + (w - gw) / 2, sy - fy + (h - gh) / 2)
body()
G.pop()
end)
@@ -9832,8 +9961,18 @@ function World:draw()
end
local s = self:zoomScale()
local vw = math.ceil(w / s)
local vh = math.ceil(h / s)
-- Decided before sizing the view: a world pipeline wins over tilt, and tilt
-- grows the capture the way Renderer:worldViewSize does on Gen 1 so the
-- camera, BorderFill and tilt canvas all share one grid.
local pipelineId = Pipelines.worldPipeline()
local tilt = (not pipelineId) and Tilt.active() and self:tiltMesh() ~= nil
local gw, gh = w, h
if tilt then
local g = Tilt.viewGrowth()
gw, gh = math.ceil(w * g), math.ceil(h * g)
end
local vw = math.ceil(gw / s)
local vh = math.ceil(gh / s)
if vw % 2 ~= 0 then vw = vw + 1 end
if vh % 2 ~= 0 then vh = vh + 1 end
if vw ~= self.viewW or vh ~= self.viewH then
@@ -9850,12 +9989,18 @@ function World:draw()
self.camera.y = self.camera.y + (self.shake.phase or 0)
end
local override = pipelineId and self:drawPipeline(pipelineId, w, h, s) or nil
-- TILT projects the finished world frame, so with it on the map, people and
-- emote go into a canvas first and that canvas is drawn as a perspective
-- quad. Everything after -- the encounter pic and the survey HUD -- stays
-- flat, the same split the Gen 1 renderer makes.
if Tilt.active() and self:tiltMesh() then
self:drawTilted(w, h, s)
-- flat, the same split the Gen 1 renderer makes; a pipeline's finished image
-- lands in exactly the same place.
if override then
G.setColor(1, 1, 1, 1)
G.draw(override, 0, 0)
elseif tilt then
self:drawTilted(w, h, s, gw, gh)
else
self:drawWorldBody(s)
end
+159
View File
@@ -0,0 +1,159 @@
-- Gold's world-pipeline seam (World:drawPipeline), the Gen 2 peer of the
-- render_pipelines path src/world/OverworldController.lua:4867 gives Gen 1.
--
-- POKEPORT_IDENTITY=gold-dev POKEPORT_GAME=gold \
-- POKEPORT_DRIVER=tests/drivers/gold_pipeline_shots.lua love .
-- POKEPORT_SHOT_DIR=/tmp/gold-pipeline (default)
--
-- Registers a pipeline that paints an unmistakable magenta field, switches it
-- on, and asserts what the seam is supposed to guarantee: drawWorld owns the
-- frame, ctx carries the Gen 1 keys, ctx.drawFx anchors the standing FX,
-- worldPresent folds over the result, tilt is forced off, and a declined
-- frame falls back to the vanilla 2D draw instead of a blank screen.
local U = require("tests.drivers.util")
local Pipelines = require("src.render.Pipelines")
local Tilt = require("src.render.Tilt")
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-pipeline"
local failures = 0
local function ok(label, condition, detail)
if condition then
print("[pipeline] ok " .. label)
else
failures = failures + 1
print("[pipeline] FAIL " .. label .. " " .. tostring(detail))
end
end
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
world:setMap("ROUTE_30", 10, 10, "down")
U.wait(10)
U.shot(game, out .. "/00-vanilla.png")
-- ---------------------------------------------------------------- record
local seen, canvas = {}, nil
local decline = false
local pipeline = {
label = "TESTPIPE",
levels = { "OFF", "ON" },
drawWorld = function(ctx)
seen.ctx = ctx
seen.drawWorld = (seen.drawWorld or 0) + 1
if decline then return nil end
local G = love.graphics
local w, h = ctx.width, ctx.height
if not canvas or canvas:getWidth() ~= w or canvas:getHeight() ~= h then
canvas = G.newCanvas(w, h)
end
local previous = G.getCanvas()
G.push("all")
G.origin()
G.setCanvas(canvas)
G.clear(0.8, 0.1, 0.6, 1)
G.setColor(1, 1, 1, 1)
for x = 0, w, 32 do G.rectangle("fill", x, 0, 1, h) end
for y = 0, h, 32 do G.rectangle("fill", 0, y, w, 1) end
-- the standing FX, anchored under this pipeline's own (identity) camera
ctx.drawFx(function(wx, wy)
return (wx - ctx.cam.x) * ctx.scale, (wy - ctx.cam.y) * ctx.scale
end, ctx.scale)
G.setCanvas(previous)
G.pop()
seen.drew = true
return canvas
end,
worldPresent = function(image, ctx)
seen.worldPresent = (seen.worldPresent or 0) + 1
seen.presentCtx = ctx
return image
end,
}
-- A fresh table so Pipelines.list()'s identity-keyed memo re-sorts; the
-- mod merge hands it a new one for the same reason.
game.data.render_pipelines = { testpipe = pipeline }
Pipelines.install(game.data)
ok("registered", Pipelines.get("testpipe") ~= nil, "not in the registry")
-- ------------------------------------------------------------ switched on
Tilt.setLevel(1)
Pipelines.setLevel("testpipe", 1)
ok("tilt forced off", Tilt.level == 0, "tilt still " .. tostring(Tilt.level))
ok("world pipeline claimed", Pipelines.worldPipeline() == "testpipe",
tostring(Pipelines.worldPipeline()))
U.wait(5)
U.shot(game, out .. "/01-pipeline-on.png")
ok("drawWorld ran", (seen.drawWorld or 0) > 0, "never called")
ok("drawWorld drew", seen.drew == true, "declined every frame")
ok("worldPresent ran", (seen.worldPresent or 0) > 0, "never called")
local ctx = seen.ctx
ok("ctx.state is the world", ctx and ctx.state == world, "wrong state")
ok("ctx.cam is the camera", ctx and ctx.cam == world.camera, "wrong camera")
ok("ctx.scale is zoomScale", ctx and ctx.scale == world:zoomScale(),
ctx and tostring(ctx.scale))
ok("ctx.bgY is the camera row", ctx and ctx.bgY == world.camera.y,
ctx and tostring(ctx.bgY))
ok("ctx.vw/vh are the view", ctx and ctx.vw == world.viewW
and ctx.vh == world.viewH, ctx and tostring(ctx.vw))
ok("ctx.level is the ladder", ctx and ctx.level == 1, ctx and tostring(ctx.level))
ok("ctx.width/height are the window",
ctx and ctx.width == love.graphics.getWidth()
and ctx.height == love.graphics.getHeight(), "mismatch")
ok("ctx.paletteFor is nil-valued (art is baked)",
ctx and ctx.paletteFor and ctx.paletteFor(world.map) == nil, "returned colours")
ok("ctx.spriteColors is nil-valued",
ctx and ctx.spriteColors and ctx.spriteColors() == nil, "returned colours")
ok("ctx.fx has Gold's two effects",
ctx and ctx.fx and type(ctx.fx.emote) == "function"
and type(ctx.fx.heal) == "function", "missing fx")
ok("ctx.drawFx is callable", ctx and type(ctx.drawFx) == "function", "missing")
ok("worldPresent got the same ctx", seen.presentCtx == seen.ctx, "different ctx")
-- ------------------------------------------------- the FX composite path
-- An emote over the player exercises ctx.drawFx end to end: it must be the
-- pipeline that composites it, and the vanilla drawPeople must not also.
local sheet
for _, img in pairs(world.emoteImages or {}) do sheet = img break end
if sheet then
world.emote = { image = sheet, entity = world.player, left = 240 }
end
U.wait(4)
ok("emote is up", world.emote ~= nil, "no emote sheet loaded")
local fxOk = pcall(function()
-- the same call the pipeline made, run again outside the guard so a throw
-- surfaces here rather than only retiring the pipeline
seen.ctx.drawFx(function(wx, wy) return wx, wy end, 1)
end)
ok("drawFx composites without throwing", fxOk, "threw")
U.shot(game, out .. "/02-pipeline-emote.png")
-- ----------------------------------------------------- a declined frame
decline = true
U.wait(5)
U.shot(game, out .. "/03-pipeline-declined.png")
ok("declined frames still call drawWorld", (seen.drawWorld or 0) > 1, "stopped")
decline = false
-- ------------------------------------------------------------ switched off
Pipelines.setLevel("testpipe", 0)
local before = seen.drawWorld
U.wait(5)
ok("off means not called", seen.drawWorld == before,
"still drawing at level 0")
U.shot(game, out .. "/04-pipeline-off.png")
if failures == 0 then
print("[pipeline] PASS")
else
print("[pipeline] FAILURES: " .. failures)
end
love.event.quit(failures == 0 and 0 or 1)
end
@@ -0,0 +1,49 @@
-- In-game Gold SAVE with no launcher slot must leave a file CONTINUE can see.
--
-- POKEPORT_GAME=gold POKEPORT_IDENTITY=gold-bug1107 \
-- POKEPORT_DRIVER=tests/drivers/gold_save_slot_bug1107_test.lua love .
local U = require("tests.drivers.util")
local SaveData = require("src.core.SaveData")
return function(game)
U.wait(45)
assert(game.world and game.world.map, "gold world did not boot")
local before = SaveData.listSlots("gold")
local hadFile = false
for _, slot in ipairs(before) do
if slot.exists then hadFile = true break end
end
if not hadFile then
local opts = SaveData.loadOptions()
opts.saveSlots = opts.saveSlots or {}
opts.saveSlots.gold = nil
SaveData.saveOptions(opts)
SaveData.resetSlotState()
end
local ok, err = game:writeSave()
if not ok then
U.log("FAIL gold writeSave:", tostring(err))
else
local after = SaveData.listSlots("gold")
local found, path
for _, slot in ipairs(after) do
if slot.exists then
found = slot.id
path = SaveData.slotDiskPath("gold", slot.id)
break
end
end
if found then
U.log("PASS gold save is launcher-visible:", found, path or "")
else
U.log("FAIL gold save wrote but listSlots has no file")
end
end
while true do
coroutine.yield()
end
end
+49
View File
@@ -0,0 +1,49 @@
-- Herb shop intro over the Goldenrod Underground map (#1169).
-- pokegold engine/items/mart.asm:54 HerbShop, maps/GoldenrodUnderground.asm:158
--
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/herbshop_bug1169_test.lua love .
local U = require("tests.drivers.util")
return function(game)
local out = os.getenv("SHOT_DIR") or os.getenv("POKEPORT_SHOT_DIR")
or "/tmp/bug1169"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
-- maps/GoldenrodUnderground.asm:52
world.clockDay = 0
world.mapScenes = world.mapScenes or {}
-- maps/GoldenrodUnderground.asm:679
assert(world:setMap("GOLDENROD_UNDERGROUND", 6, 21, "right"),
"setMap GOLDENROD_UNDERGROUND failed")
U.wait(8)
local granny
for _, npc in ipairs(world.npcs or {}) do
if npc.def and npc.def.sprite == "SPRITE_GRANNY" then granny = npc break end
end
if not granny then
U.log("FAIL granny not on the map (need Sunday)")
end
local MartMenu = require("src.ui.gen2.MartMenu")
U.tap(game, "a")
U.wait(6)
for _ = 1, 90 do
if getmetatable(game.stack:top()) == MartMenu then break end
U.tap(game, "a")
U.wait(4)
end
local top = game.stack:top()
if getmetatable(top) ~= MartMenu then
U.log("FAIL mart did not open")
elseif top.isOpaque then
U.log("FAIL mart is opaque")
else
U.log("herb shop intro over the map")
end
U.shot(game, out .. "/herbshop_intro.png")
while true do U.wait(60) end
end
+88
View File
@@ -0,0 +1,88 @@
-- Kurt stays at moveobject (11, 6) for the visit, then ROM spawn (16, 14)
-- on the next load.
-- #1184
-- maps/SlowpokeWellB1F.asm:48 / engine/overworld/map_setup.asm:78
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/kurt_well_bug1184_test.lua love .
local U = require("tests.drivers.util")
local KURT_ID = 8
local ROM_X, ROM_Y = 16, 14
local MOVE_X, MOVE_Y = 11, 6
local FLAG_KURT = 1856
local FLAG_ROCKETS = 1788
local function findKurt(world)
for _, npc in ipairs(world.npcs or {}) do
if npc.def and npc.def.sprite == "SPRITE_KURT" then return npc end
end
return nil
end
local function kurtDef(world)
local objects = world.map and world.map.def and world.map.def.objects
return objects and objects[KURT_ID - 1]
end
return function(game)
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
world.mapScenes = world.mapScenes or {}
world.mapScenes.PLAYERS_HOUSE_1F = 1
world.mapScenes.NEW_BARK_TOWN = 1
world.events:set(FLAG_KURT, false)
world.events:set(FLAG_ROCKETS, true)
assert(world:setMap("SLOWPOKE_WELL_B1F", 15, 14, "right"),
"SLOWPOKE_WELL_B1F did not load")
U.wait(4)
local pass, fail = 0, 0
local function claim(ok, text)
if ok then pass = pass + 1 else fail = fail + 1 end
U.log(ok and "PASS" or "FAIL", text)
end
local kurt = findKurt(world)
claim(kurt ~= nil, "Kurt is on the well map")
claim(kurt and kurt.cellX == ROM_X and kurt.cellY == ROM_Y,
("Kurt ROM spawn is (%d, %d), saw (%s, %s)")
:format(ROM_X, ROM_Y,
tostring(kurt and kurt.cellX), tostring(kurt and kurt.cellY)))
world:moveObject(KURT_ID, MOVE_X, MOVE_Y)
world:appearObject(KURT_ID)
U.wait(4)
kurt = findKurt(world)
claim(kurt and kurt.cellX == MOVE_X and kurt.cellY == MOVE_Y,
("after moveobject Kurt is at (%d, %d), saw (%s, %s)")
:format(MOVE_X, MOVE_Y,
tostring(kurt and kurt.cellX), tostring(kurt and kurt.cellY)))
assert(world:setMap("PLAYERS_HOUSE_1F", 3, 3, "down"),
"PLAYERS_HOUSE_1F did not load")
U.wait(2)
world.events:set(FLAG_KURT, false)
assert(world:setMap("SLOWPOKE_WELL_B1F", 15, 14, "right"),
"SLOWPOKE_WELL_B1F did not reload")
U.wait(4)
local def = kurtDef(world)
kurt = findKurt(world)
claim(def and def.x == ROM_X and def.y == ROM_Y,
("reload restored Kurt def to (%d, %d), saw (%s, %s)")
:format(ROM_X, ROM_Y,
tostring(def and def.x), tostring(def and def.y)))
claim(kurt and kurt.cellX == ROM_X and kurt.cellY == ROM_Y,
("reload put Kurt at (%d, %d), not the blocking cell (%d, %d); saw (%s, %s)")
:format(ROM_X, ROM_Y, MOVE_X, MOVE_Y,
tostring(kurt and kurt.cellX), tostring(kurt and kurt.cellY)))
U.log(("machine checks: %d passed, %d failed"):format(pass, fail))
U.log("Kurt should be at the well entrance, not on the inner path.")
while true do U.wait(60) end
end
+143
View File
@@ -0,0 +1,143 @@
-- Fury Attack / Barrage hit 2-5 times, Twineedle stays at 2. Issue #1168.
-- pokegold engine/battle/effect_commands.asm:5228 (BattleCommand_EndLoop).
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/multihit_bug1168_test.lua love .
-- Do not add POKEPORT_SPEED: the per-strike HP steps are what you are judging.
local U = require("tests.drivers.util")
local Battle = require("src.battle.gen2.Battle")
local Effects = require("src.battle.gen2.Effects")
local Mon = require("src.battle.gen2.Mon")
return function(game)
local function tap(button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 6)
end
local function claim(ok, text)
print((ok and "[multihit] PASS " or "[multihit] FAIL ") .. text)
end
U.wait(45)
local world = game.world
if not (world and world.map) then
print("[multihit] FAIL gold world did not boot")
while true do U.wait(60) end
end
local fury = game.data.moves and game.data.moves.FURY_ATTACK
local twine = game.data.moves and game.data.moves.TWINEEDLE
claim(fury ~= nil, "FURY_ATTACK is in the move table")
claim(fury and fury.effect == "EFFECT_MULTI_HIT",
"FURY_ATTACK is EFFECT_MULTI_HIT")
claim(twine ~= nil, "TWINEEDLE is in the move table")
claim(twine and twine.effect == "EFFECT_POISON_MULTI_HIT",
"TWINEEDLE is EFFECT_POISON_MULTI_HIT")
claim(Effects.hitCount("EFFECT_DOUBLE_HIT") == 2, "DOUBLE_HIT is 2")
claim(Effects.hitCount("EFFECT_POISON_MULTI_HIT") == 2,
"POISON_MULTI_HIT (Twineedle) is 2")
local seq, si = { 0, 1, 2, 0, 3, 3 }, 0
local function scripted()
si = si + 1
return seq[si] or 0
end
claim(Effects.hitCount("EFFECT_MULTI_HIT", scripted) == 2, "roll 0 -> 2 hits")
claim(Effects.hitCount("EFFECT_MULTI_HIT", scripted) == 3, "roll 1 -> 3 hits")
claim(Effects.hitCount("EFFECT_MULTI_HIT", scripted) == 2,
"roll 2 then 0 -> 2 hits")
claim(Effects.hitCount("EFFECT_MULTI_HIT", scripted) == 5,
"roll 3 then 3 -> 5 hits")
local function fiveHitRandom(n)
if n == 4 then return 3 end
return 0
end
local headP = Mon.new(game.data, "CYNDAQUIL", 20)
local headW = Mon.new(game.data, "SNORLAX", 20)
if headP and headW then
headP.moves = { { id = "FURY_ATTACK", pp = 20, maxPp = 20 } }
local b = Battle.new({
data = game.data, party = { headP }, wild = headW,
random = fiveHitRandom,
})
local landed, hitLine = 0, nil
for _, ev in ipairs(b:takeTurn({ kind = "move", move = "FURY_ATTACK" })) do
if ev.kind == "damage" and ev.side == "enemy" then
landed = landed + 1
end
if ev.kind == "message" and ev.text then
local n = ev.text:match("Hit (%d+) time")
if n then hitLine, landed = ev.text, tonumber(n) end
end
end
claim(landed == 5,
("scripted Fury Attack hit %d times (want 5, not 2)"):format(landed))
if hitLine then print("[multihit] " .. hitLine) end
else
claim(false, "could not build a headless Fury Attack pair")
end
local player = Mon.new(game.data, "CYNDAQUIL", 20)
if not player then
print("[multihit] FAIL could not build CYNDAQUIL")
while true do U.wait(60) end
end
player.moves = { { id = "FURY_ATTACK", pp = 20, maxPp = 20 } }
game.save.party = { player }
local wild = Mon.new(game.data, "SNORLAX", 20)
if not wild then
print("[multihit] FAIL could not build SNORLAX")
while true do U.wait(60) end
end
if not world:startBattle({ wild = wild }) then
print("[multihit] FAIL startBattle failed")
while true do U.wait(60) end
end
local screen
for _ = 1, 600 do
local top = game.stack:top()
if top and top.battle then screen = top break end
U.wait(1)
end
if not (screen and screen.battle) then
print("[multihit] FAIL battle screen never came up")
while true do U.wait(60) end
end
local left = 2
screen.battle.random = function(n)
if n == 4 and left > 0 then
left = left - 1
return 3
end
if left > 0 then return 0 end
if love and love.math and love.math.random then
return love.math.random(n) - 1
end
return math.random(n) - 1
end
for _ = 1, 200 do
if screen.phase == "menu" then break end
tap("a", 3)
end
if screen.phase ~= "menu" then
print("[multihit] FAIL never reached the battle menu")
while true do U.wait(60) end
end
tap("a")
U.wait(6)
tap("a")
print("[multihit] Fury Attack should strike five times on this turn.")
print("[multihit] later turns are 2-5. Twineedle would stay at 2.")
while true do U.wait(60) end
end
@@ -0,0 +1,92 @@
-- Radio Tower 5F director returns to the office after a downstairs/upstairs
-- reload, not on the stair warp at (12, 0).
-- #1164 / #1188
-- maps/RadioTower5F.asm:115 / engine/overworld/map_setup.asm:78
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/radiotower_softlock_bug1164_test.lua love .
local U = require("tests.drivers.util")
local DIRECTOR_ID = 2
local OFFICE_X, OFFICE_Y = 3, 6
local STAIR_X, STAIR_Y = 12, 0
local FLAG_ROCKETS = 1742
local FLAG_CIVILIANS = 1744
local function findDirector(world)
for _, npc in ipairs(world.npcs or {}) do
if npc.def and npc.def.sprite == "SPRITE_GENTLEMAN" then return npc end
end
return nil
end
local function directorDef(world)
local objects = world.map and world.map.def and world.map.def.objects
return objects and objects[DIRECTOR_ID - 1]
end
return function(game)
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
world.mapScenes = world.mapScenes or {}
world.mapScenes.RADIO_TOWER_5F = 2
world.mapScenes.RADIO_TOWER_4F = 0
world.events:set(FLAG_ROCKETS, true)
world.events:set(FLAG_CIVILIANS, false)
assert(world:setMap("RADIO_TOWER_5F", 10, 4, "down"),
"RADIO_TOWER_5F did not load")
U.wait(4)
local pass, fail = 0, 0
local function claim(ok, text)
if ok then pass = pass + 1 else fail = fail + 1 end
U.log(ok and "PASS" or "FAIL", text)
end
local director = findDirector(world)
claim(director ~= nil, "director is on 5F")
claim(director and director.cellX == OFFICE_X and director.cellY == OFFICE_Y,
("director office spawn is (%d, %d), saw (%s, %s)")
:format(OFFICE_X, OFFICE_Y,
tostring(director and director.cellX),
tostring(director and director.cellY)))
world:moveObject(DIRECTOR_ID, STAIR_X, STAIR_Y)
world:appearObject(DIRECTOR_ID)
U.wait(4)
director = findDirector(world)
claim(director and director.cellX == STAIR_X and director.cellY == STAIR_Y,
("after moveobject director is at the stairs (%d, %d), saw (%s, %s)")
:format(STAIR_X, STAIR_Y,
tostring(director and director.cellX),
tostring(director and director.cellY)))
assert(world:setMap("RADIO_TOWER_4F", 12, 4, "down"),
"RADIO_TOWER_4F did not load")
U.wait(2)
assert(world:setMap("RADIO_TOWER_5F", 10, 4, "down"),
"RADIO_TOWER_5F did not reload")
U.wait(4)
local def = directorDef(world)
director = findDirector(world)
claim(def and def.x == OFFICE_X and def.y == OFFICE_Y,
("reload restored director def to (%d, %d), saw (%s, %s)")
:format(OFFICE_X, OFFICE_Y,
tostring(def and def.x), tostring(def and def.y)))
claim(not (director and director.cellX == STAIR_X and director.cellY == STAIR_Y),
"director is not standing on the stair warp")
claim(director and director.cellX == OFFICE_X and director.cellY == OFFICE_Y,
("reload put director in the office (%d, %d); saw (%s, %s)")
:format(OFFICE_X, OFFICE_Y,
tostring(director and director.cellX),
tostring(director and director.cellY)))
U.log(("machine checks: %d passed, %d failed"):format(pass, fail))
U.log("The gentleman should be in the office. The stairs must be clear.")
while true do U.wait(60) end
end
@@ -0,0 +1,85 @@
-- Route 40 smashable rocks stay on their cell through rock_smash, then a
-- seamless Olivine round trip.
-- #1173
-- engine/overworld/movement.asm:163 / maps/Route40.asm:291
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/rocksmash_shift_bug1173_test.lua love .
local U = require("tests.drivers.util")
local ROCK_ID = 6
local ROCK_X, ROCK_Y = 12, 8
local SMASH = { 0x57, 10, 0x47 }
local function findRock(world, x, y)
for _, npc in ipairs(world.npcs or {}) do
if npc.def and npc.def.sprite == "SPRITE_ROCK"
and npc.cellX == x and npc.cellY == y then
return npc
end
end
return nil
end
local function rockAt(world, x, y)
for _, npc in ipairs(world.npcs or {}) do
if npc.def and npc.def.sprite == "SPRITE_ROCK"
and npc.cellX == x and npc.cellY == y then
return true
end
end
return false
end
return function(game)
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
world.mapScenes = world.mapScenes or {}
world.mapScenes.ROUTE_40 = 0
world.mapScenes.OLIVINE_CITY = 0
assert(world:setMap("ROUTE_40", 12, 9, "up"), "ROUTE_40 did not load")
U.wait(4)
local pass, fail = 0, 0
local function claim(ok, text)
if ok then pass = pass + 1 else fail = fail + 1 end
U.log(ok and "PASS" or "FAIL", text)
end
local rock = findRock(world, ROCK_X, ROCK_Y)
claim(rock ~= nil, ("rock is at (%d, %d)"):format(ROCK_X, ROCK_Y))
world:beginMovement(ROCK_ID, SMASH)
for _ = 1, 40 do
if not world.moveState then break end
U.wait(1)
end
claim(world.moveState == nil, "rock_smash stream finished")
rock = findRock(world, ROCK_X, ROCK_Y)
claim(rock ~= nil,
("after rock_smash the rock is still at (%d, %d), not one cell left")
:format(ROCK_X, ROCK_Y))
claim(not rockAt(world, ROCK_X - 1, ROCK_Y),
"no smashable rock slid one cell left")
assert(world:setMap("OLIVINE_CITY", 18, 15, "down", { seamless = true }),
"OLIVINE_CITY did not load")
U.wait(2)
assert(world:setMap("ROUTE_40", 12, 9, "up", { seamless = true }),
"ROUTE_40 did not reload")
U.wait(4)
claim(rockAt(world, ROCK_X, ROCK_Y),
("after Olivine round trip the rock is still at (%d, %d)")
:format(ROCK_X, ROCK_Y))
claim(not rockAt(world, ROCK_X - 1, ROCK_Y),
"seamless reload did not shift the rock left")
U.log(("machine checks: %d passed, %d failed"):format(pass, fail))
U.log("The three rocks should sit on (12, 8), (11, 7), (13, 6).")
while true do U.wait(60) end
end
@@ -0,0 +1,94 @@
-- After a wild faint, "Use next POKéMON?" yes/no; NO tries to run. Issue #1152.
-- pokegold engine/battle/core.asm:2590 (AskUseNextPokemon).
-- POKEPORT_GAME=gold POKEPORT_DRIVER=tests/drivers/use_next_mon_bug1152_test.lua love .
-- Do not add POKEPORT_SPEED: you need the yes/no box to sit there.
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
return function(game)
local function tap(button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 6)
end
local function claim(ok, text)
print((ok and "[use-next] PASS " or "[use-next] FAIL ") .. text)
return ok
end
U.wait(45)
local world = game.world
if not (world and world.map) then
print("[use-next] FAIL gold world did not boot")
while true do U.wait(60) end
end
local lead = Mon.new(game.data, "SENTRET", 5)
local backup = Mon.new(game.data, "CYNDAQUIL", 12)
if not (lead and backup) then
print("[use-next] FAIL could not build the party")
while true do U.wait(60) end
end
lead.hp = 1
lead.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
backup.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
game.save.party = { lead, backup }
local wild = Mon.new(game.data, "PIDGEY", 20)
if not wild then
print("[use-next] FAIL could not build a wild PIDGEY")
while true do U.wait(60) end
end
if not world:startBattle({ wild = wild }) then
print("[use-next] FAIL startBattle failed")
while true do U.wait(60) end
end
local screen
for _ = 1, 600 do
local top = game.stack:top()
if top and top.battle then screen = top break end
U.wait(1)
end
if not (screen and screen.battle) then
print("[use-next] FAIL battle screen never came up")
while true do U.wait(60) end
end
for _ = 1, 200 do
if screen.phase == "menu" then break end
tap("a", 3)
end
if screen.phase ~= "menu" then
print("[use-next] FAIL never reached the battle menu")
while true do U.wait(60) end
end
tap("a")
U.wait(6)
tap("a")
local sawAsk, sawForced = false, false
for _ = 1, 400 do
if screen.phase == "ask-next-mon" then sawAsk = true break end
if screen.phase == "forced-switch" or screen.phase == "submenu" then
sawForced = true
break
end
if screen.battle.over then break end
tap("a", 3)
end
claim(sawAsk, "wild faint opened Use next POKéMON?")
claim(not sawForced, "wild faint did not skip to the party list")
claim(screen.phase == "ask-next-mon",
"phase is ask-next-mon (YES switches, NO/B tries to run)")
print("[use-next] YES sends you to the party. NO or B tries to run.")
print("[use-next] a failed run still opens the party. trainers skip this.")
while true do U.wait(60) end
end
+53 -4
View File
@@ -15,7 +15,8 @@ local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame()
local function makeGame(kind)
kind = kind or "wild"
local save = SaveData.newGame()
save.meta.playthroughId = "battle-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
@@ -29,12 +30,24 @@ local function makeGame()
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
function overworld:captureSave(progress)
progress.player.map = self.map.id
progress.player.x = self.player.cellX
progress.player.y = self.player.cellY
progress.player.facing = self.player.facing
end
local game = { data = Data, save = save, stack = stack, overworld = overworld }
stack.states[1] = overworld
local battle = BattleState.newWild(game, "FIXMON_B", 12)
local battle = kind == "trainer"
and BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
or BattleState.newWild(game, "FIXMON_B", 12)
battle.phase = "menu"
battle.queue = {}
battle.checkpointOrigin = { kind = "wild_encounter" }
battle.checkpointOrigin = kind == "trainer"
and { kind = "trainer_encounter", map = save.player.map,
npcId = "TRAINER_1", trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1,
event = "EVENT_BEAT_TRAINER_1" }
or { kind = "wild_encounter" }
battle.onFinish = function() end
stack.states[2] = battle
return game, overworld, battle
@@ -45,6 +58,42 @@ T.same(Checkpoint.inspect(game), {
canCapture = true, canRestore = true, kind = "battle",
}, "settled standard wild battle is a checkpoint boundary")
local function settleRealBattle(kind)
local liveGame, _, liveBattle = makeGame(kind)
liveBattle.phase, liveBattle.queue = nil, {}
liveGame.input = {
wasPressed = function(_, button) return button == "a" end,
isDown = function(_, button) return button == "a" end,
}
liveBattle:enter()
local frames = 0
while liveBattle.phase ~= "menu" and frames < 10000 do
frames = frames + 1
liveBattle:update(1 / 60)
end
T.eq(liveBattle.phase, "menu", "the real battle intro reaches its command menu")
return liveGame
end
local realGame = settleRealBattle("wild")
T.same(Checkpoint.inspect(realGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "the completed real battle intro is a checkpoint boundary")
local oldGetRandomState, oldSetRandomState =
love.math.getRandomState, love.math.setRandomState
love.math.getRandomState = function() return "real-boundary-rng" end
love.math.setRandomState = function() end
local realSnapshot, realCaptureCode = Checkpoint.capture(realGame)
T.check(type(realSnapshot) == "table" and realSnapshot.kind == "battle",
"the first real command decision captures for deferred tools: "
.. tostring(realCaptureCode))
love.math.getRandomState, love.math.setRandomState =
oldGetRandomState, oldSetRandomState
local realTrainerGame = settleRealBattle("trainer")
T.same(Checkpoint.inspect(realTrainerGame), {
canCapture = true, canRestore = true, kind = "battle",
}, "the completed real trainer intro is a checkpoint boundary")
local function refused(mutator, code, label)
local game2, ow2, battle2 = makeGame()
mutator(game2, ow2, battle2)
@@ -64,7 +113,7 @@ refused(function(_, _, b) b.enemy.mon.hp = b.enemy.mon.hp - 1 end,
refused(function(_, _, b) b.player.mustRecharge = true end,
"battle_phase_busy", "automatic locked action is rejected")
refused(function(_, ow) ow.runner = { isRunning = function() return true end } end,
"script_busy", "suspended script beneath battle is rejected")
"script_busy", "unknown suspended script beneath battle is rejected")
refused(function(_, _, b) b.checkpointOrigin = nil end,
"battle_origin_unsupported", "unknown completion closure is rejected")
refused(function(_, _, b) b.safari = { balls = 30, steps = 10 } end,
+108
View File
@@ -0,0 +1,108 @@
-- Public battle auxiliary actions are a narrow semantic entry point for tool
-- mods. They run only at the same settled ordinary decision boundary as a
-- battle checkpoint, consume no FIGHT/PKMN/ITEM/RUN action, and receive no
-- live BattleState object.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness").suite("battle menu auxiliary action")
local Fixtures = require("tests.modkit").fixtures
local BattleState = require("src.battle.BattleState")
local Hooks = require("src.mods.Hooks")
local Runtime = require("src.mods.Runtime")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame(kind)
local save = SaveData.newGame()
save.meta.playthroughId = "battle-menu-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
local stack = setmetatable({ states = {} }, { __index = StateStack })
local overworld = {
map = { id = save.player.map },
player = { cellX = save.player.x, cellY = save.player.y, facing = save.player.facing },
runner = { isRunning = function() return false end },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}
local game = { data = Data, save = save, stack = stack }
game.input = { wasPressed = function(_, button) return button == "start" end }
game.overworld = overworld
stack.states[1] = overworld
local battle = kind == "trainer"
and BattleState.newTrainer(game, "OPP_FIX_YOUNGSTER", 1)
or BattleState.newWild(game, "FIXMON_B", 12)
battle.phase, battle.queue = "menu", {}
battle.checkpointOrigin = kind == "trainer"
and { kind = "trainer_encounter", map = save.player.map, npcId = "TRAINER_1",
trainerClass = "OPP_FIX_YOUNGSTER", partyIndex = 1, event = "EVENT_BEAT_TRAINER_1" }
or { kind = "wild_encounter", map = save.player.map }
battle.onFinish = function() end
stack.states[2] = battle
return game, battle
end
local oldHooks = Runtime.hooks
local hooks = Hooks.new()
Runtime.hooks = hooks
local game, battle = makeGame("wild")
local calls = 0
hooks:wrap("battle.menu_auxiliary", function(nextFn, liveGame, context)
calls = calls + 1
T.check(liveGame == game, "auxiliary action receives the live game")
T.same(context, { kind = "wild" }, "auxiliary action receives only data-only battle context")
return true
end, 0, "tool_fixture")
local originalIndex = battle.menuIndex
battle:update(1 / 60)
T.eq(calls, 1, "START reaches the public auxiliary action at a wild decision")
T.eq(battle.phase, "menu", "handled auxiliary action does not advance the battle")
T.eq(battle.menuIndex, originalIndex, "handled auxiliary action preserves cursor")
T.eq(#battle.queue, 0, "handled auxiliary action does not enqueue a turn")
hooks:removeOwner("tool_fixture")
local trainerGame, trainer = makeGame("trainer")
local trainerCalls = 0
hooks:wrap("battle.menu_auxiliary", function(_, liveGame, context)
trainerCalls = trainerCalls + 1
T.check(liveGame == trainerGame, "trainer action receives its live game")
T.same(context, { kind = "trainer" }, "trainer context remains data-only")
return true
end, 0, "trainer_fixture")
trainer:update(1 / 60)
T.eq(trainerCalls, 1, "START reaches the public auxiliary action at a trainer decision")
hooks:removeOwner("trainer_fixture")
local scriptedGame, scripted = makeGame("trainer")
scripted.checkpointOrigin = { kind = "script_battle", scriptId = "STORY_TEST", pc = 4 }
scripted.checkpointScriptContinuation = { kind = "script_battle" }
local scriptedCalls = 0
hooks:wrap("battle.menu_auxiliary", function(_, liveGame, context)
scriptedCalls = scriptedCalls + 1
T.check(liveGame == scriptedGame,
"scripted action receives the live game without its runner")
T.same(context, { kind = "trainer" },
"supported scripted trainer context remains data-only")
return true
end, 0, "scripted_fixture")
scripted:update(1 / 60)
T.eq(scriptedCalls, 1,
"START reaches the public auxiliary action at a supported scripted decision")
hooks:removeOwner("scripted_fixture")
local unsafeGame, unsafe = makeGame("wild")
unsafe.phase = "messages"
local unsafeCalls = 0
hooks:wrap("battle.menu_auxiliary", function() unsafeCalls = unsafeCalls + 1 return true end,
0, "unsafe_fixture")
unsafe:update(1 / 60)
T.eq(unsafeCalls, 0, "messages never expose the auxiliary action")
hooks:removeOwner("unsafe_fixture")
Runtime.hooks = oldHooks
T.finish()
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package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local DateTime = require("src.core.DateTime")
local SaveData = require("src.core.SaveData")
local stamp = os.time({ year = 2026, month = 8, day = 11, hour = 17, min = 5, sec = 0 })
local defaults = SaveData.defaultOptions()
T.eq(defaults.dateFormat, "device", "date format defaults to device locale")
T.eq(defaults.timeFormat, "device", "time format defaults to device locale")
local game = { save = { options = { dateFormat = "dmy", timeFormat = "24h" } } }
T.eq(DateTime.date(game, stamp), os.date("%d-%m-%Y", stamp),
"explicit DMY uses day-month-year")
T.eq(DateTime.time(game, stamp), os.date("%H:%M", stamp),
"explicit 24-hour time omits seconds")
T.eq(DateTime.dateTime(game, stamp),
os.date("%d-%m-%Y %H:%M", stamp),
"combined formatter composes exact date and time preferences")
game.save.options.dateFormat = "mdy"
T.eq(DateTime.date(game, stamp), os.date("%m-%d-%Y", stamp),
"explicit MDY is available")
game.save.options.dateFormat = "ymd"
T.eq(DateTime.date(game, stamp), os.date("%Y-%m-%d", stamp),
"explicit YMD is available")
game.save.options.timeFormat = "12h"
T.eq(DateTime.time(game, stamp), os.date("%I:%M %p", stamp),
"explicit 12-hour time is available")
local fallback = DateTime.formatWithLocale(stamp, "device", "device", "C")
T.eq(fallback.date, os.date("%d-%m-%Y", stamp),
"missing device locale falls back to requested DMY")
T.eq(fallback.time, os.date("%H:%M", stamp),
"missing device locale falls back to requested 24-hour time")
local invalid = DateTime.date({}, -1)
T.eq(invalid, "----", "invalid timestamps fail closed")
T.finish("date_time")
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-- Commands.pushBattle (src/script/Commands.lua): the shared entry point
-- for start_battle, old_man_demo, and the PALLET_TOWN Pikachu catch
-- (data/scripts/story2.lua). Every one of those call sites used to carry
-- its own copy of "if ctx.overworld.pushBattle then ... else
-- ctx.game.stack:push(battle) end"; this locks the dedup in so a future
-- edit to one call site can't silently drop the transition wipe for the
-- others.
-- luajit tests/engine/push_battle_transition.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness")
local check = T.check
local eq = T.eq
local Commands = require("src.script.Commands")
local Logger = require("src.core.Logger")
local battle = { id = "the battle" }
-- Runs fn() with Logger.warn spied instead of hitting the real
-- print()/Logger.history ring buffer, and returns the last formatted
-- warning (or nil if none). pcall-wrapped so an error inside fn() still
-- restores Logger.warn before propagating -- a leaked spy would swallow
-- every later warning in the same process silently.
local function withWarnSpy(fn)
local warned
local origWarn = Logger.warn
Logger.warn = function(fmt, ...) warned = string.format(fmt, ...) end
local ok, err = pcall(fn)
Logger.warn = origWarn
if not ok then error(err, 0) end
return warned
end
-- ctx.overworld has a real pushBattle: it must be used, not a bare stack
-- push, so the flash/wipe transition and the battle-theme start survive.
do
local pushed
local ow = { pushBattle = function(self, b) pushed = b end }
local stackPushed
local ctx = { overworld = ow, game = { stack = {
push = function(_, b) stackPushed = b end } } }
Commands.pushBattle(ctx, battle)
eq(pushed, battle, "ctx.overworld:pushBattle is called with the battle")
check(stackPushed == nil, "the bare stack push is not also taken")
end
-- ctx.overworld without a pushBattle method (a partial test double, per
-- BattleState:finish's "no live children" contract) falls back to a
-- bare stack push and logs, rather than silently skipping the transition.
do
local stackPushed
local ctx = { overworld = {}, game = { stack = {
push = function(_, b) stackPushed = b end } } }
local warned = withWarnSpy(function() Commands.pushBattle(ctx, battle) end)
eq(stackPushed, battle, "falls back to ctx.game.stack:push")
check(warned ~= nil, "the fallback logs a warning")
check(warned and warned:find("pushBattle") ~= nil,
"the warning names pushBattle")
end
-- ctx.overworld absent entirely (headless script tests that never set
-- one up): same fallback, no crash on the ctx.overworld.pushBattle read
-- -- and still spied, since this also takes the warning path.
do
local stackPushed
local ctx = { game = { stack = {
push = function(_, b) stackPushed = b end } } }
local warned = withWarnSpy(function() Commands.pushBattle(ctx, battle) end)
eq(stackPushed, battle, "falls back to ctx.game.stack:push with no overworld")
check(warned ~= nil, "this fallback also logs a warning")
end
T.finish("push_battle_transition")
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-- Regression test for the title-music-bleeds-into-the-map bug: Continue,
-- F2 quickload, and checkpoint-resume used to drop the player into the
-- overworld while the old song (the title screen's, or F2's previous
-- location) was still cross-fading in over Music.MAP_FADE's ~1.2s,
-- audibly wrong since the player already had control. See
-- OverworldState:setMap (src/world/OverworldController.lua) for the
-- opts.freshBoot mechanism this exercises, and Game.lua for where it's
-- set (onContinue, New Game, F2, restoreCheckpointSave) and where it's
-- deliberately not (dev tooling's reuse of opts.via == "boot").
--
-- (A)-(A4) and (C) call the real Game:restoreSave, Game:keypressed("f2"),
-- Game:restoreCheckpointSave and Console:exec("warp ...") -- SaveData.load
-- stubbed to skip the slot/persistence format -- so a dropped freshBoot at
-- any real call site fails this test, not just a hand-built opts table.
-- (D) simulates HotReload's { via = "boot" } shape instead of calling
-- through its local, unexported reloadMap.
--
-- ROM-free (fixture dataset -- FIX_TOWN/FIX_ROUTE, tests/fixture_data),
-- like tests/engine/warp_sprite_hidden_bug916.lua, so the CI headless
-- tier (no data/generated/) runs it.
-- luajit tests/engine/resume_boot_music_no_fade.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local T = require("tests.modkit")
local check = T.check
local eq = T.eq
local Source = {}
Source.__index = Source
function Source:play() self.playing = true end
function Source:stop() self.playing = false end
function Source:pause() self.playing = false end
function Source:isPlaying() return self.playing end
function Source:setLooping() end
function Source:setVolume(v) self.volume = v end
function Source:setPitch() end
function Source:setFilter() end
function Source:getDuration() return 1 end
local made = {} -- file -> the last source built for it
love.audio = {
newSource = function(file, mode)
made[file] = setmetatable({ file = file, mode = mode }, Source)
return made[file]
end,
}
local Data = T.fixtures.fresh()
-- fixture patches that let the overworld boot and run headlessly (same
-- set tests/engine/warp_sprite_hidden_bug916.lua needs for the same reason)
Data.tilesets.FIX_OUT.tilesPerRow = 16
Data.field.flyWarps = Data.field.flyWarps or {}
Data.field.playerSprites = { walk = "SPRITE_FIX_PLAYER" }
Data.field.waterTilesets = {}
Data.field.forcedMovement = { tiles = {} }
-- no data.audio in the fixture dataset either; synthesize just enough for
-- real Music.lua playback to run against the real FIX_TOWN/FIX_ROUTE maps
Data.audio = Data.audio or {}
Data.audio.songs = Data.audio.songs or {}
Data.audio.songs.Music_TitleScreen = { file = "title.wav" }
Data.audio.mapSongs = Data.audio.mapSongs or {}
Data.audio.mapSongs.FIX_TOWN = "Music_FixTown"
Data.audio.songs.Music_FixTown = { file = "town.wav" }
Data.audio.mapSongs.FIX_ROUTE = "Music_FixRoute"
Data.audio.songs.Music_FixRoute = { file = "route.wav" }
local Music = require("src.core.Music")
local SaveData = require("src.core.SaveData")
local Game = require("src.core.Game")
local StateStack = require("src.core.StateStack")
local OverworldState = require("src.world.OverworldController")
local Console = require("src.dev.Console")
Game.data = Data
Game.save = SaveData.newGame()
Game.save.player.name = "RED"
Game.save.player.map = "FIX_TOWN"
StateStack:init()
Game.stack = StateStack
Game.overworld = OverworldState -- set once at boot in the real game (Game.lua)
Game.input = {
isDown = function() return false end,
wasPressed = function() return false end,
step = function() end, state = {}, pressQueue = {},
}
Game.renderer = {
beginWorldPass = function() end, endWorldPass = function() end,
beginUIPass = function() end, endUIPass = function() end,
worldViewSize = function() return 160, 144 end,
setSGBZones = function() end,
}
local function playing()
for file, src in pairs(made) do
if src.playing then return file end
end
return "(silence)"
end
local function finishFade()
for _ = 1, 7 * Music.MAP_FADE do Music.update(Data) end
end
-- ===========================================================================
-- (A) The real Game:restoreSave, called the way onContinue calls it.
-- ===========================================================================
Music.play(Data, "Music_TitleScreen")
eq(playing(), "title.wav", "title screen music is playing before Continue")
local loaded = SaveData.newGame()
loaded.player.map = "FIX_TOWN"
Game:restoreSave(loaded, false, { freshBoot = true })
eq(playing(), "town.wav",
"Continue's real restoreSave(..., {freshBoot=true}) swaps at once")
-- ===========================================================================
-- (A2) The same real Game:restoreSave with no opts at all -- its own
-- default (e.g. for any future caller that doesn't ask for freshBoot) is
-- the safe, ordinary crossfade, not a silent hard-cut.
-- ===========================================================================
Music.play(Data, "Music_TitleScreen") -- stand-in for whatever was playing
local loaded2 = SaveData.newGame()
loaded2.player.map = "FIX_TOWN"
Game:restoreSave(loaded2, false)
eq(playing(), "title.wav",
"restoreSave(...) with no opts still fades, not an instant swap")
finishFade()
eq(playing(), "town.wav", "...landing on the loaded save's map song")
-- ===========================================================================
-- (A3) The real Game:keypressed("f2") handler, both ways it's reachable:
-- at the title screen and mid-session. SaveData.load is stubbed rather
-- than round-tripped through the in-memory love.filesystem, to isolate
-- this test from the slot/persistence format.
-- ===========================================================================
local realLoad = SaveData.load
local loaded3 = SaveData.newGame()
loaded3.player.map = "FIX_TOWN"
SaveData.load = function() return loaded3, false end
StateStack:init() -- no overworld on the stack: "at the title screen"
Music.play(Data, "Music_TitleScreen")
Game:keypressed("f2")
eq(playing(), "town.wav",
"F2 from the title screen (overworld not on the stack) swaps at once")
StateStack:init()
StateStack.states[1] = OverworldState -- overworld already active: mid-session
Music.play(Data, "Music_TitleScreen") -- stand-in for the session's own song
Game:keypressed("f2")
eq(playing(), "town.wav",
"F2 mid-session (a live overworld already on the stack) also swaps at once")
SaveData.load = realLoad
StateStack:init()
-- ===========================================================================
-- (A4) The real Game:restoreCheckpointSave, called the way Checkpoint.resume
-- (RFC 0006's mod.checkpoint:resume) calls it.
-- ===========================================================================
Music.play(Data, "Music_TitleScreen")
local checkpointSave = SaveData.newGame()
checkpointSave.player.map = "FIX_TOWN"
Game:restoreCheckpointSave(checkpointSave)
eq(playing(), "town.wav",
"a title-session checkpoint resume swaps at once, no lingering title music")
StateStack:init()
-- ===========================================================================
-- (B) An ordinary warp (e.g. walking into a house) is unaffected: it still
-- cross-fades like any other map-to-map transition.
-- ===========================================================================
OverworldState:setMap("FIX_ROUTE", 3, 3, "up", {})
eq(playing(), "town.wav",
"an ordinary warp still fades: the old song is still playing right after setMap")
finishFade()
eq(playing(), "route.wav",
"...and lands on the new map's song once the fade completes")
-- ===========================================================================
-- (C) The real dev console `warp` verb (src/dev/Console.lua VERBS.warp).
-- ===========================================================================
Music.play(Data, "Music_TitleScreen") -- re-arm a "stale" song to prove intent
Console.new(Game):exec("warp FIX_TOWN 5 5")
eq(playing(), "title.wav",
"Console's real `warp` verb still fades, like an ordinary warp")
finishFade()
eq(playing(), "town.wav", "...landing on the target map's song")
-- ===========================================================================
-- (D) src/dev/HotReload.lua's reloadMap opts shape, simulated (see header)
-- rather than called through: reloadMap is local/unexported, and
-- HotReload.run's full loader teardown is out of scope for this fix.
-- ===========================================================================
Music.play(Data, "Music_TitleScreen")
OverworldState:setMap("FIX_ROUTE", 3, 3, "up", { via = "boot" })
eq(playing(), "title.wav",
"HotReload's { via = \"boot\" } setMap still fades, not an instant swap")
finishFade()
eq(playing(), "route.wav", "...landing on the reloaded map's song")
T.finish("resume_boot_music_no_fade")
@@ -0,0 +1,178 @@
-- Scripted story battles checkpoint a semantic row-list continuation. The
-- suspended Lua coroutine is deliberately never serialized.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local oldGetRandomState = love.math.getRandomState
local oldSetRandomState = love.math.setRandomState
local checkpointRng = "scripted-battle-rng"
love.math.getRandomState = function() return checkpointRng end
love.math.setRandomState = function(state) checkpointRng = state end
local T = require("tests.harness").suite("scripted battle checkpoints")
local BattleState = require("src.battle.BattleState")
local Checkpoint = require("src.core.Checkpoint")
local Fixtures = require("tests.modkit").fixtures
local GameMethods = require("src.core.Game")
local OverworldState = require("src.world.OverworldController")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local ScriptRunner = require("src.script.ScriptRunner")
local StateStack = require("src.core.StateStack")
local Data = Fixtures.fresh()
local function makeGame()
local save = SaveData.newGame()
save.meta.playthroughId = "script-battle-playthrough"
save.party = { Pokemon.new(Data, "FIXMON_A", 20) }
SaveData.validate(save, Data)
save.player.map, save.player.x, save.player.y = "FIX_TOWN", 2, 3
save.player.facing, save.player.surfing = "left", false
local stack = setmetatable({ states = {} }, { __index = StateStack })
local game
local ow = setmetatable({
map = { id = "FIX_TOWN" },
player = { cellX = 2, cellY = 3, facing = "left", surfing = false },
parallelRunners = {}, pendingScripts = {}, parallelQueue = {}, scriptMoves = {},
}, { __index = OverworldState })
function ow:captureSave(target)
target.player.map = self.map.id
target.player.x, target.player.y = self.player.cellX, self.player.cellY
target.player.facing, target.player.surfing = self.player.facing, false
end
function ow:pushBattle(battle) game.stack:push(battle) end
function ow:afterBattle(result, battle)
self.after = { result = result, battle = battle }
end
game = setmetatable({ data = Data, save = save, stack = stack, overworld = ow },
{ __index = GameMethods })
function game:restoreCheckpointSave(loaded)
self.save = loaded
ow.map = { id = loaded.player.map }
ow.player = {
cellX = loaded.player.x, cellY = loaded.player.y,
facing = loaded.player.facing, surfing = loaded.player.surfing and true or false,
}
ow.parallelRunners, ow.pendingScripts, ow.parallelQueue, ow.scriptMoves = {}, {}, {}, {}
ow.runner = ScriptRunner.new(self, ow)
self.stack.states = { ow }
end
stack.states[1] = ow
ow.runner = ScriptRunner.new(game, ow)
return game, ow
end
local rows = {
{ "start_battle", "trainer", "OPP_FIX_YOUNGSTER", 1 },
{ "set_flag", "EVENT_STORY_CONTINUED" },
}
local game, ow = makeGame()
ow.runner:run(rows)
local battle = game.stack:top()
T.check(getmetatable(battle) == BattleState,
"script command starts the fixture trainer battle")
T.check(type(battle.checkpointOrigin) == "table"
and battle.checkpointOrigin.kind == "script_battle",
"script battle owns a semantic checkpoint continuation")
battle.phase, battle.queue = "menu", {}
battle.afterQueue, battle.introSlide = nil, nil
battle.player.shownHP, battle.player.shownStatus =
battle.player.mon.hp, battle.player.mon.status
battle.enemy.shownHP, battle.enemy.shownStatus =
battle.enemy.mon.hp, battle.enemy.mon.status
local scriptedCapability = Checkpoint.inspect(game)
T.same(scriptedCapability, {
canCapture = true, canRestore = true, kind = "battle",
}, "settled scripted trainer decision is checkpoint-safe: "
.. tostring(scriptedCapability.reason))
local origin = battle.checkpointOrigin
T.check(type(origin.script) == "table" and origin.pc == 1,
"continuation records detached rows and the command program counter")
T.eq(origin.resumeCoroutine, nil,
"continuation never exposes a coroutine or Lua execution stack")
local snapshot, captureCode, captureMessage = Checkpoint.capture(game)
T.check(snapshot and snapshot.kind == "battle",
"scripted battle captures through the generic checkpoint API: "
.. tostring(captureCode or captureMessage))
if snapshot then
game.save.money = 1
local restored, restoreCode, restoreMessage = Checkpoint.restore(game, snapshot)
T.check(restored == true,
"scripted battle reconstructs through the generic checkpoint API: "
.. tostring(restoreCode or restoreMessage))
local rebuilt = game.stack:top()
T.check(rebuilt ~= battle and getmetatable(rebuilt) == BattleState,
"scripted restore creates a fresh battle controller")
T.same(Checkpoint.capture(game), snapshot,
"scripted battle capture/restore/capture is a differential roundtrip")
end
-- Rebind the continuation on a freshly reconstructed overworld. Completing
-- the battle must replay the current command as an already-completed battle,
-- then execute the remaining story rows exactly once.
local restoredGame, restoredOw = makeGame()
local restoredBattle = BattleState.newTrainer(restoredGame,
"OPP_FIX_YOUNGSTER", 1)
restoredBattle.checkpointOrigin = origin
T.check(restoredOw:restoreBattleContinuation(restoredBattle, origin) == true,
"script continuation reconstructs without the old runner")
restoredBattle.onFinish("win")
T.check(restoredGame.save.flags.EVENT_STORY_CONTINUED == true,
"restored battle resumes subsequent story progress")
T.same(restoredOw.after, { result = "win", battle = restoredBattle },
"restored script battle uses the canonical afterBattle path")
T.check(not restoredOw.runner:isRunning(),
"reconstructed continuation completes without a suspended runner")
-- Unsafe rows and opaque completion callbacks must stay fail-closed.
local unsafeGame, unsafeOw = makeGame()
local unsafeRows = {
{ "start_battle", "trainer", "OPP_FIX_YOUNGSTER", 1 },
}
unsafeRows.opaque = function() end
unsafeOw.runner:run(unsafeRows)
local unsafeBattle = unsafeGame.stack:top()
unsafeBattle.phase, unsafeBattle.queue = "menu", {}
T.eq(unsafeBattle.checkpointOrigin, nil,
"non-data-only script arguments do not create a continuation")
T.eq(Checkpoint.inspect(unsafeGame).reason, "battle_origin_unsupported",
"non-data-only scripted battle remains unavailable")
local callbackGame, callbackOw = makeGame()
callbackOw.runner:run(rows, { onDone = function() end })
local callbackBattle = callbackGame.stack:top()
callbackBattle.phase, callbackBattle.queue = "menu", {}
T.eq(callbackBattle.checkpointOrigin, nil,
"opaque script completion callbacks are not guessed")
T.eq(Checkpoint.inspect(callbackGame).reason, "battle_origin_unsupported",
"opaque scripted completion remains fail-closed")
local rivalGame, rivalOw = makeGame()
local rivalRows = {
{ "rival_battle", "OPP_FIX_YOUNGSTER", 1 },
{ "jump_if_false", "end" },
{ "set_flag", "EVENT_RIVAL_STORY_CONTINUED" },
}
rivalOw.runner:run(rivalRows)
local rivalBattle = rivalGame.stack:top()
local rivalOrigin = rivalBattle.checkpointOrigin
T.check(rivalOrigin and rivalOrigin.command == "rival_battle" and rivalOrigin.pc == 1,
"wrapper battle records the wrapper command rather than skipping its tail")
local rivalResumeGame, rivalResumeOw = makeGame()
local rivalRestored = BattleState.newTrainer(rivalResumeGame,
"OPP_FIX_YOUNGSTER", 1)
T.check(rivalResumeOw:restoreBattleContinuation(rivalRestored, rivalOrigin) == true,
"rival wrapper continuation reconstructs")
rivalRestored.onFinish("win")
T.check(rivalResumeGame.save.flags.EVENT_RIVAL_STORY_CONTINUED == true,
"rival wrapper and following branch execute exactly once after restore")
love.math.getRandomState = oldGetRandomState
love.math.setRandomState = oldSetRandomState
T.finish()
@@ -0,0 +1,155 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local phase, root = arg[1], arg[2]
assert(phase == "capture" or phase == "resume", "phase must be capture or resume")
assert(type(root) == "string" and root ~= "", "test needs a persistence root")
local function quote(value)
return "'" .. tostring(value):gsub("'", "'\\''") .. "'"
end
local function full(path) return root .. "/" .. path end
local fs = {}
function fs.createDirectory(path)
return os.execute("mkdir -p " .. quote(full(path))) == 0
end
function fs.write(path, body)
local parent = path:match("^(.*)/[^/]+$")
if parent then assert(fs.createDirectory(parent)) end
local handle = assert(io.open(full(path), "wb"))
handle:write(body)
handle:close()
return true
end
function fs.read(path)
local handle = io.open(full(path), "rb")
if not handle then return nil end
local body = handle:read("*a")
handle:close()
return body
end
function fs.remove(path)
os.remove(full(path))
return true
end
function fs.getInfo(path)
if os.execute("test -d " .. quote(full(path))) == 0 then
return { type = "directory" }
end
local handle = io.open(full(path), "rb")
if handle then handle:close(); return { type = "file" } end
return nil
end
function fs.load(path)
local body = fs.read(path)
if not body then return nil, "no file: " .. path end
return load(body, "@" .. path)
end
function fs.getDirectoryItems(path)
local items = {}
local pipe = io.popen("find " .. quote(full(path))
.. " -mindepth 1 -maxdepth 1 -printf '%f\\n' 2>/dev/null")
if pipe then
for item in pipe:lines() do items[#items + 1] = item end
pipe:close()
end
table.sort(items)
return items
end
function fs.getSaveDirectory() return root end
love = require("tests.love_stub")
love.filesystem = fs
local Loader = require("src.mods.Loader")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local GameMethods = require("src.core.Game")
local StateStack = require("src.core.StateStack")
local function writeProbe()
fs.write("mods/cold_start_probe/manifest.json",
'{"id":"cold_start_probe","name":"cold start probe","version":"1.0.0",'
.. '"entry":"main.lua","api":2,"profile":"content"}')
fs.write("mods/cold_start_probe/main.lua", [[
return function(mod)
_G.COLD_STORAGE = mod.storage
_G.COLD_CHECKPOINTS = mod.checkpoints
end
]])
end
local function runtime(save, title)
local stack = setmetatable({ states = {} }, { __index = StateStack })
local game
local overworld = {
map = { id = "PALLET_TOWN" },
player = { cellX = 3, cellY = 6, facing = "down", surfing = false },
scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
runner = { isRunning = function() return false end },
}
function overworld:captureSave(target)
target.player.map, target.player.x, target.player.y = self.map.id,
self.player.cellX, self.player.cellY
target.player.facing, target.player.surfing = self.player.facing,
self.player.surfing and true or false
end
function overworld:enter(mapId, x, y, facing)
self.map = { id = mapId }
self.player = { cellX = x, cellY = y, facing = facing,
surfing = game.save.player.surfing and true or false }
self.scriptMoves, self.pendingScripts = {}, {}
self.parallelRunners, self.parallelQueue = {}, {}
self.runner = { isRunning = function() return false end }
end
game = setmetatable({
save = save, stack = stack, overworld = overworld,
data = {
pokemon = {}, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} },
constants = { fallbackMove = "TACKLE" },
field = { boot = { startMap = "PALLET_TOWN", startX = 3, startY = 6 } },
maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 } },
},
}, { __index = GameMethods })
stack.states[1] = title and { screenId = "TitleState" } or overworld
if title then function game:makeTitleState() return { screenId = "TitleState" } end end
return game
end
writeProbe()
SaveData.resetSlotState()
local loader = Loader.new({ fs = fs })
if phase == "capture" then
local game = runtime(SaveData.newGame({ version = "red" }), false)
loader.game = game
assert(loader:load({}) == true)
assert(_G.COLD_STORAGE:write(game, "history/index", { newest = "q0001" }))
local checkpoint = assert(_G.COLD_CHECKPOINTS:capture(game))
assert(_G.COLD_STORAGE:write(game, "history/q0001", checkpoint))
local id = assert(game.save.meta.playthroughId)
assert(_G.COLD_CHECKPOINTS:ensureNormalSave(game, checkpoint))
local normal = assert(SaveData.load("red"))
assert(normal.meta.playthroughId == id)
fs.write("cold-start-witness.lua", SaveSerializer.encode({ playthroughId = id }))
print("cold-start capture persisted")
else
local title = runtime(SaveData.newGame({ version = "red" }), true)
title.save.options = { volume = 7, bindings = {} }
loader.game = title
assert(loader:load({}) == true)
local selected = assert(_G.COLD_STORAGE:selected(title))
local witness = assert(SaveSerializer.decode(assert(fs.read("cold-start-witness.lua"))))
assert(selected:context().playthroughId == witness.playthroughId)
assert(selected:read("history/index").newest == "q0001")
local checkpoint = assert(selected:read("history/q0001"))
assert(_G.COLD_CHECKPOINTS:resume(title, checkpoint))
assert(title.save.meta.playthroughId == witness.playthroughId)
assert(title.save.options.volume == 7)
assert(SaveSerializer.encode(_G.COLD_CHECKPOINTS:capture(title))
== SaveSerializer.encode(checkpoint))
local normal = assert(SaveData.load("red"))
assert(normal.meta.playthroughId == witness.playthroughId)
print("cold-start resume reconstructed")
end

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