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35 Commits

Author SHA1 Message Date
github-actions 01329758ff chore(ios): update app-repo.json [skip ci] 2026-08-13 16:49:24 -04:00
bryanthaboi 8e4d5b6807 Merge pull request #1239 from bryanthaboi/dev
something for avg consumer and something for everyone else
2026-08-13 16:40:04 -04:00
bryanthaboi 26e9e1d597 Merge pull request #1238 from AverageConsumer/codex/gen2-map-overview-parity
feat(mods): expose map overviews in Gold
2026-08-13 16:30:47 -04:00
bryanthaboi f7f32d2786 scroll list 2026-08-13 16:29:59 -04:00
AverageConsumer c5192eaea4 feat(mods): expose map overviews in Gold 2026-08-13 22:08:00 +02:00
github-actions c2906744ce chore(ios): update app-repo.json [skip ci] 2026-08-13 15:53:20 -04:00
bryanthaboi 8e6b5ae73d Merge pull request #1234 from bryanthaboi/dev
bugs and slugs
2026-08-13 15:44:26 -04:00
bryanthaboi 0b96ac0ab6 fancy cart 2026-08-13 15:36:08 -04:00
bryanthaboi f6a035947f Update OverworldController.lua 2026-08-13 13:31:36 -04:00
bryanthaboi 941181d31c check bonxes 2026-08-13 13:22:18 -04:00
bryanthaboi 9ceb1a8940 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-13 13:07:22 -04:00
bryanthaboi 37051a26b5 CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983 2026-08-13 13:07:20 -04:00
bryanthaboi b12a0dac91 Merge pull request #1205 from 1Jamie/fix/gen2-battle-rng-static-damage 2026-08-13 11:27:02 -04:00
1jamie a722d24759 fix merge conflicts with dev 2026-08-13 07:39:11 -05:00
github-actions 833388c235 chore(ios): update app-repo.json [skip ci] 2026-08-13 06:22:43 -04:00
bryanthaboi 2ac527ae3c Merge pull request #1222 from bryanthaboi/dev
bug fixing and friends
2026-08-13 06:14:29 -04:00
bryanthaboi df35193ad3 Merge pull request #1204 from castdrian/ios-improvements
feat(ios): improve branding and fix haptic feedback
2026-08-13 06:06:31 -04:00
bryanthaboi 9b6365c9cc Merge pull request #1202 from HimioneGranger/upstream-android-host-extension
Android: add optional native host lifecycle hooks
2026-08-13 06:06:24 -04:00
bryanthaboi 285a98533a Merge pull request #1201 from HimioneGranger/upstream-payload-host-contract
feat(update): gate payloads by native host family
2026-08-13 06:06:18 -04:00
bryanthaboi f952edf77a Merge pull request #1200 from HimioneGranger/upstream-host-display-api
feat(host): add optional display lifecycle backend
2026-08-13 06:06:12 -04:00
bryanthaboi ae8360b2ae Merge pull request #1199 from HimioneGranger/upstream-quest-focus-api
fix(launcher): route focus input through mod dialogs
2026-08-13 06:06:05 -04:00
bryanthaboi 52e36ad7e4 fix testsZ 2026-08-13 06:05:27 -04:00
bryanthaboi 62b9f04191 Merge pull request #1209 from MaxTomahawk/fix/checkpoint-engine-version-restore
fix(mods): allow checkpoint restore across engine versions
2026-08-13 05:35:05 -04:00
bryanthaboi 1010d0584a Merge pull request #1210 from Yukitty/patch-hopFrames
fix(OverworldController): ledge jump arc to match player stepFrames
2026-08-13 05:33:02 -04:00
bryanthaboi 6864173f35 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-13 05:30:35 -04:00
bryanthaboi e9d431b3ff CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208 2026-08-13 05:30:33 -04:00
Yukita Mayako f138827917 fix(OverworldController): ledge jump arc to match player stepFrames 2026-08-12 21:23:35 -04:00
Max a68c47e7e1 fix(mods): allow checkpoint restore across engine versions 2026-08-13 02:28:57 +02:00
Adrian Castro d648990a81 feat(ios): brand app and tune haptic feedback 2026-08-13 02:19:45 +02:00
1jamie 6ff7dd0c38 refactor(battle): enhance RNG handling and fixed damage mechanics
- Always supply Gen 2 battle random (BattleRandom) and Gen 1 / love-style rng.
- Add EFFECT_STATIC_DAMAGE for Sonic Boom and Dragon Rage (move power; Ghost
  immunity via resettypematchup for static damage only).
- Keep Magnitude rolling via BattleRandom instead of collapsing to Magnitude 4.
- Cover RNG, static damage, and Magnitude in gen2 battle tests.
2026-08-12 17:52:02 -05:00
Codex Agent ee00728e9e android: add optional native host lifecycle hooks 2026-08-12 17:41:26 -05:00
Codex Agent 0aab11b690 feat(update): gate payloads by native host family 2026-08-12 17:23:25 -05:00
Codex Agent c2d9af693d feat(host): add optional display lifecycle backend 2026-08-12 17:07:32 -05:00
Codex Agent 1642113d1f fix(launcher): route focus input through mod dialogs 2026-08-12 16:48:29 -05:00
github-actions d64627e062 chore(ios): update app-repo.json [skip ci] 2026-08-12 17:16:13 -04:00
122 changed files with 3557 additions and 570 deletions
+2 -2
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@@ -94,8 +94,8 @@ jobs:
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/upload-artifact@v7
with:
name: gen1recomp-ios-ipa
path: dist/ios/gen1recomp.ipa
name: gen1recomp++-ios-ipa
path: dist/ios/gen1recomp++.ipa
if-no-files-found: error
retention-days: 7
- name: clean up signing keychain
+2 -2
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@@ -22,7 +22,7 @@ jobs:
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
run: |
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-ios-ipa") | .id')"
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp++-ios-ipa") | .id')"
[ -n "$artifact_id" ] || exit 0
head_owner="${HEAD_REPOSITORY%%/*}"
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
@@ -44,7 +44,7 @@ jobs:
uses: thollander/actions-comment-pull-request@v3
with:
message: |
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
[gen1recomp++.ipa](${{ steps.artifact.outputs.artifact_url }})
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
**Build Time**: `${{ steps.build-info.outputs.time }}`
+12 -11
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@@ -444,9 +444,9 @@ jobs:
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
ipa="dist/ios/gen1recomp.ipa"
ipa="dist/ios/gen1recomp++.ipa"
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
cp "$ipa" "$outdir/gen1recomp-${v}-ios.ipa"
cp "$ipa" "$outdir/gen1recomp++-${v}-ios.ipa"
swzip="dist/switch/gen1recomp-${v}-switch.zip"
[ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
@@ -580,7 +580,7 @@ jobs:
"dist/release/gen1recomp-${v}-linux.zip"
"dist/release/gen1recomp-${v}-linux-arm64.AppImage"
"dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp-${v}-ios.ipa"
"dist/release/gen1recomp++-${v}-ios.ipa"
"dist/release/gen1recomp-${v}-switch.zip"
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
@@ -602,14 +602,15 @@ jobs:
run: |
set -euo pipefail
v="${{ needs.version.outputs.version }}"
ipa="dist/release/gen1recomp-${v}-ios.ipa"
ipa="dist/release/gen1recomp++-${v}-ios.ipa"
app_repo="mobile/ios/app-repo.json"
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
date="$(date -u +"%Y-%m-%d")"
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp++-${v}-ios.ipa"
bundle_id="com.theboisclub.gen1recompplusplus"
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
if [ -n "$release_notes" ]; then
@@ -623,15 +624,15 @@ jobs:
--argjson size "$size" \
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
if jq -e --arg version "$v" \
'any(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions[]?; .version == $version)' \
if jq -e --arg bundle_id "$bundle_id" --arg version "$v" \
'any(.apps[] | select(.bundleIdentifier == $bundle_id).versions[]?; .version == $version)' \
"$app_repo" >/dev/null; then
jq --arg version "$v" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= map(if .version == $version then $entry else . end)' \
jq --arg bundle_id "$bundle_id" --arg version "$v" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= map(if .version == $version then $entry else . end)' \
"$app_repo" > "$app_repo.tmp"
else
jq --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= [$entry] + .' \
jq --arg bundle_id "$bundle_id" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= [$entry] + .' \
"$app_repo" > "$app_repo.tmp"
fi
mv "$app_repo.tmp" "$app_repo"
+1 -1
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@@ -242,7 +242,7 @@ in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
## iOS
Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
Every release ships `gen1recomp++-*-ios.ipa`. Sideload it with AltStore
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
build and install from source on a Mac instead, see
[docs/ios-install.md](docs/ios-install.md).
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+13 -13
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@@ -246,9 +246,17 @@ return {
-- the table sprites; re-entering the lab applies the same HideObject
-- the gift script now does (OaksLab.asm OakGivesPokedex).
onEnter = function(game, ow)
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
local flags = game.save.flags or {}
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB then
local rival = ow:npcByIndex(1)
if rival then
rival.cellX = flags.EVENT_CHOSE_CHARMANDER and 7
or flags.EVENT_CHOSE_SQUIRTLE and 8 or 6
rival.cellY = 4
rival.px, rival.py = rival.cellX * 16, rival.cellY * 16
end
end
if not flags.EVENT_GOT_POKEDEX then return end
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
@@ -286,6 +294,7 @@ return {
-- fanfare for the taunt/challenge exchange, same as the Yellow port
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
local rows = {
{ "face_player_dir", "up" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
@@ -309,28 +318,19 @@ return {
local base = #rows
local party = flags.EVENT_CHOSE_BULBASAUR and 3
or flags.EVENT_CHOSE_SQUIRTLE and 2 or 1
table.insert(rows, { "save_end_battle_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", party })
-- OaksLabRivalEndBattleScript: heal + flag on win or loss; no blackout
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- OaksLabRivalEndBattleScript: on WIN, print the "picked the wrong
-- POKéMON!" gloat, then BOTH win and loss print the shared exit line
-- _OaksLabRivalSmellYouLaterText ("OK! I'll make my POKéMON fight to
-- toughen it up!\012<PLAYER>! Gramps! Smell you later!") before Blue
-- marches out. A loss skips only the gloat (that taunt was already
-- shown in-battle via Rival1WinText), never the exit line (#231). The
-- jump_if_false convergence point is the exit line: base+6 indexes the
-- SmellYouLater row below, so WIN falls IPicked -> SmellYouLater and
-- LOSS jumps straight to SmellYouLater (both then walk-out + hide).
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player. The fanfare was dropped here (#683) -- the
-- parcel scene above already plays Music_MeetRival on both arrival and
-- departure (lines 144-146), and this exit should match (#596).
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "play_music", "Music_MeetRival", { start = "rival" } })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
+10 -3
View File
@@ -226,9 +226,15 @@ return {
},
onEnter = function(game, ow)
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
local flags = game.save.flags or {}
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB then
local rival = ow:npcByIndex(RIVAL)
if rival then
rival.cellX, rival.cellY = 7, 4
rival.px, rival.py = 7 * 16, 4 * 16
end
end
if not flags.EVENT_GOT_POKEDEX then return end
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
@@ -296,13 +302,14 @@ return {
table.insert(rows, { "wait", 20 })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "play_music", "Music_MeetRival", { start = "rival" } })
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
-- OaksLabPikachuEscapesPokeballScript: the follower reaches the map (#1009)
table.insert(rows, { "face_player_dir", "up" })
table.insert(rows, { "set_field", "pikachuInBall", false })
table.insert(rows, { "spawn_pikachu_follower" })
table.insert(rows, { "play_cry", "PIKACHU" })
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
+19 -19
View File
@@ -142,20 +142,23 @@ M.VIRIDIAN_CITY = {
M.BLUES_HOUSE = {
talk = {
TEXT_BLUESHOUSE_DAISY_SITTING = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_TOWN_MAP" }, -- 2
{ "jump_if_true", 10 }, -- 3
{ "check_flag", "EVENT_GOT_STARTER" }, -- 4
{ "jump_if_false", 12 }, -- 5
{ "show_text", "_BluesHouseDaisyOfferMapText" }, -- 6
{ "face_player" },
{ "check_flag", "EVENT_GOT_TOWN_MAP" },
{ "jump_if_true", "got_map" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_false", "too_early" },
{ "show_text", "_BluesHouseDaisyOfferMapText" },
-- _GotMapText: "{PLAYER} got a\n{RAM:wStringBuffer}!" -- the
-- buffer supplies "TOWN MAP" (scripts/BluesHouse.asm GotMapText)
{ "give_item", "TOWN_MAP", 1, "_GotMapText" }, -- 7
{ "set_flag", "EVENT_GOT_TOWN_MAP" }, -- 8
{ "jump", 13 }, -- 9
{ "show_text", "_BluesHouseDaisyUseMapText" }, -- 10
{ "jump", 13 }, -- 11
{ "show_text", "_BluesHouseDaisyRivalAtLabText" }, -- 12
{ "give_item", "TOWN_MAP", 1, "_GotMapText" },
{ "hide_object", "BLUES_HOUSE", "BLUESHOUSE_TOWN_MAP" },
{ "set_flag", "EVENT_GOT_TOWN_MAP" },
{ "jump", "end" },
{ "label", "got_map" },
{ "show_text", "_BluesHouseDaisyUseMapText" },
{ "jump", "end" },
{ "label", "too_early" },
{ "show_text", "_BluesHouseDaisyRivalAtLabText" },
},
},
}
@@ -1058,6 +1061,7 @@ local championsRoomRivalScript = {
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
{ "face_object", 1, "left" }, -- 17
{ "face_object", 2, "down" }, -- 18
{ "load_player_starter_name" },
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 20
@@ -1067,13 +1071,8 @@ local championsRoomRivalScript = {
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement.
-- The player walks out after Oak instead of the screen just fading on the
-- spot (#704). Route one tile right before walking north so the player
-- reaches the north-wall HALL_OF_FAME warp without sharing the rival's
-- (4,2) cell. The original simulated movement bypasses entity collision,
-- but this scene should not visibly walk through the defeated rival.
{ "move_player", "right", 1 }, -- 26
-- scripts/ChampionsRoom.asm WalkToHallOfFame_RLEMovement
{ "move_player", "left", 1 },
{ "move_player", "up", 3 }, -- 27
-- hand the induction off to the HALL_OF_FAME room (consumed by its
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
@@ -1238,6 +1237,7 @@ local function pokemonTower2FRivalScript(playerX)
{ "jump_if_false", "end" }, -- 6 loss: stay
{ "set_flag", "EVENT_BEAT_POKEMON_TOWER_RIVAL" }, -- 7
{ "show_text", "_PokemonTower2FRivalDefeatedText" }, -- 8
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "walk_npc", 1, exitDirs }, -- 9
{ "hide_object", "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL" }, -- 10
{ "jump", "end" }, -- 11
+3
View File
@@ -413,6 +413,9 @@ M.ROUTE_8_GATE = saffronGate("TEXT_ROUTE8GATE_GUARD", { { 2, 3 }, { 2, 4 } }, tr
-- -------------------------------------------------------------------
M.POKEMON_FAN_CLUB = {
onEnter = function(game, ow)
require("src.world.PikachuFollower").onFanClubEntered(game, ow)
end,
talk = {
TEXT_POKEMONFANCLUB_CHAIRMAN = {
{ "face_player" }, -- 1
+18 -13
View File
@@ -142,7 +142,7 @@ M.MT_MOON_POKECENTER = {
local Commands = require("src.script.Commands")
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
"MAGIKARP", 5)
push(game, ("%s got a\nMAGIKARP!"):format(game.save.player.name), done)
push(game, t._GotMonText or "{PLAYER} got\n{RAM:wNameBuffer}!", done)
end)
end,
},
@@ -512,24 +512,29 @@ M.ROUTE_24 = {
local flags = game.save.flags
local function battleOrDone()
if ow:trainerDefeated(npc) then
push(game, "I hate this!\nMy dreams of\nTEAM ROCKET...", done)
push(game, text(game)._Route24CooltrainerM1YouCouldBecomeATopLeaderText,
done)
else
ow:engageTrainer(npc, done)
end
end
if not flags.EVENT_GOT_NUGGET then
push(game, "Congratulations!\nYou beat our 5\ncontest trainers!\f"
.. "You just earned a\nfabulous prize!", function()
local t = text(game)
push(game, t._Route24CooltrainerM1YouBeatOurContestText .. "\f"
.. t._Route24CooltrainerM1YouJustEarnedAPrizeText, function()
require("src.core.Sound").play(game.data, "Get_Item1")
if not require("src.inventory.Bag").add(game.save, "NUGGET", 1,
game.data) then
push(game, t._Route24CooltrainerM1NoRoomText, done)
return
end
flags.EVENT_GOT_NUGGET = true
require("src.inventory.Bag").add(game.save, "NUGGET", 1)
push(game, ("%s received\na NUGGET!"):format(game.save.player.name),
function()
ask(game, "By the way, would\nyou like to join\nTEAM ROCKET?",
function()
push(game, "Arrgh! You are\nnot convinced?\fThen I'll show\n"
.. "you my power!", battleOrDone)
end)
end)
game.stringBuffer = game.data.items.NUGGET.name
push(game, t._Route24CooltrainerM1ReceivedNuggetText, function()
require("src.core.Sound").play(game.data, "Get_Item1")
push(game, t._Route24CooltrainerM1JoinTeamRocketText,
battleOrDone)
end)
end)
return
end
+22 -10
View File
@@ -508,12 +508,12 @@ M.PEWTER_CITY = {
-- Rival ambush: show the hidden rival, walk him up to the player, run
-- the battle rows, march him back and hide him. On a loss the walk is
-- skipped (the blackout rebuilds the map mid-script).
local function runAmbush(game, ow, rows, playerFacing)
local function runAmbush(game, ow, rows, playerFacing, musicOpts)
if ow.runner:isRunning() then return false end
ow.player.facing = playerFacing
-- the rival encounter sting (MUSIC_MEET_RIVAL); the battle music
-- takes over and the map theme returns after the victory jingle
require("src.core.Music").play(game.data, "Music_MeetRival")
require("src.core.Music").play(game.data, "Music_MeetRival", nil, musicOpts)
ow.runner:run(rows)
return true
end
@@ -567,10 +567,12 @@ local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag,
{ "face_object", objIndex, rivalFacing }, -- 3
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
{ "rival_battle", oppClass, baseParty }, -- 5
{ "jump_if_false", 11 }, -- 6
{ "jump_if_false", 12 }, -- 6
{ "set_flag", beatFlag }, -- 7
{ "show_text", "_Route22Rival" .. n .. "DefeatedText" }, -- 8
{ "show_text", "_Route22RivalAfterBattleText" .. n }, -- 9
{ "play_music", "Music_MeetRival", { start = "rival",
tempo = n == 2 and 100 or nil } },
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11
}
@@ -594,7 +596,8 @@ M.ROUTE_22 = {
if f.EVENT_BEAT_GIOVANNI and not f.EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE then
return runAmbush(game, ow,
route22Scene(2, 2, "ROUTE22_RIVAL2", "OPP_RIVAL2", 10,
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing)
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), playerFacing,
{ tempo = 100 })
end
return false
end,
@@ -618,10 +621,11 @@ local function ceruleanRivalScene(px, py)
{ "face_object", 1, "down" }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 11 }, -- 6
{ "jump_if_false", 12 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
}
@@ -730,7 +734,7 @@ local JIGGLYPUFF_SILENCE, JIGGLYPUFF_STEP, JIGGLYPUFF_TAIL = 32, 24, 48
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
-- page has typed out (PrintText returning), and auto.tick then runs once
-- per frame while the gate it returns still reads as playing.
local function jigglypuffDance(game, npc)
local function jigglypuffDance(game, npc, ow)
local Music = require("src.core.Music")
-- .findMatchingFacingDirectionLoop: the rotation picks up at the entry
-- matching the sprite's current facing (showMapText has just turned it
@@ -776,7 +780,13 @@ local function jigglypuffDance(game, npc)
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
return
end
if frames >= JIGGLYPUFF_TAIL then phase = "done" end
if frames >= JIGGLYPUFF_TAIL then
phase = "done"
if require("src.core.GameVersion").isYellow()
and require("src.world.PikachuFollower").starterInParty(game.save) then
ow.pikachuPewterSleepScene = true
end
end
end,
}
end
@@ -789,7 +799,7 @@ M.PEWTER_POKECENTER = {
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
done, { auto = jigglypuffDance(game, npc) }))
done, { auto = jigglypuffDance(game, npc, ow) }))
end,
},
}
@@ -864,10 +874,11 @@ M.SILPH_CO_7F = {
{ "face_object", 9, "up" }, -- 4
{ "show_text", "_SilphCo7FRivalWaitedHereText" }, -- 5
{ "rival_battle", "OPP_RIVAL2", 7 }, -- 6
{ "jump_if_false", 12 }, -- 7
{ "jump_if_false", 13 }, -- 7
{ "set_flag", "EVENT_BEAT_SILPH_CO_RIVAL" }, -- 8
{ "show_text", "_SilphCo7FRivalDefeatedText" }, -- 9
{ "show_text", "_SilphCo7FRivalGoodLuckToYouText" }, -- 10
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "move_npc_to", 9, 5, y + 1 }, -- 11
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 12
}, "down")
@@ -899,10 +910,11 @@ M.SS_ANNE_2F = {
{ "face_object", 2, onLeft and "down" or "right" }, -- 3
{ "show_text", "_SSAnne2FRivalText" }, -- 4
{ "rival_battle", "OPP_RIVAL2", 1 }, -- 5
{ "jump_if_false", 11 }, -- 6
{ "jump_if_false", 12 }, -- 6
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
{ "play_music", "Music_MeetRival", { start = "rival" } },
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 10
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 11
}, onLeft and "up" or "left")
+2 -2
View File
@@ -1,6 +1,6 @@
# Sideload the iOS build with AltStore
Every GitHub Release ships an IPA (`gen1recomp-*-ios.ipa`). Install it on
Every GitHub Release ships an IPA (`gen1recomp++-*-ios.ipa`). Install it on
your iPhone or iPad with [AltStore Classic](https://altstore.io/) — AltStore
re-signs the app with **your** free Apple ID so you do not need a Mac or
Xcode.
@@ -23,7 +23,7 @@ Stuck? Start here:
## 2. Install the game
1. Download `gen1recomp-*-ios.ipa` from
1. Download `gen1recomp++-*-ios.ipa` from
[Releases](https://github.com/bryanthaboi/gen1recomp/releases).
2. Open **AltStore** on the phone (AltServer must be running on the same
WiFi, or keep the phone plugged into the computer).
+8 -6
View File
@@ -130,18 +130,20 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
duplicate) and returns one row per mod:
`{id, name, version, badge, description, enabled, status, statusDetail}`.
`badge` is the manifest's `category`, falling back to `profile`, then
`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
enabled, matching the loader's own default).
`"MOD"`, uppercased. `enabledByVersion` contains an answer for each game;
missing entries default to enabled (except experimental mods), matching the
loader. On the first run with per-game controls, legacy shared choices are
copied to every installed game's answer.
- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
and the validated manifests: `conflict` when enabling this mod collides
with another enabled one; `warn` for an out-of-range `game_version` or an
absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
`love.*` calls, this half is table-driven by the test suite on its own.
- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
boolean, the exact shape `Loader:_saveState` writes, so the running game
and the in-game `ManagerState` see the change on next boot. The mods panel
calls this on every toggle and re-derives the list right away
- `LauncherMods.setEnabled(id, bool, version)` persists the selected game's
answer, so the running game and the in-game `ManagerState` see the change on
next boot. The MODS panel renders a coloured checkbox for Red, Blue, Yellow,
and Gold on every row and re-derives the list right away
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with
+10 -8
View File
@@ -96,14 +96,14 @@ The launcher asks the same question of a mod's dependencies: one whose hard
dependency does not run on the selected game reads `Needs <id> (not for Gold)`,
matching the loader's contagious skip.
A separate overlay, `options.modsByVersion[version][id]`, is where a per-game
enable flag will live. It is a preview: `SaveData.PER_VERSION_MODS` is `false`,
so `SaveData.modScope` answers nil for every caller and the launcher panel, the
in-game manager and the loader all read *and* write the one shared
`options.mods` flag. Nothing consults the overlay for enablement until that
flips, which is deliberate: the overlay is plantable from an imported
`.g1rmodlist`, and a reader scoped differently from the writers would show a
mod set no boot would honour.
A separate overlay, `options.modsByVersion[version][id]`, holds each game's
enable flag. The launcher shows a coloured Red / Blue / Yellow / Gold checkbox
for every installed mod, and the loader and in-game manager read the same
game-specific answer on the next boot. On the first launch after this feature,
the existing shared state is copied to every game, so a mod that was enabled
remains enabled everywhere; after that, changing one checkbox affects only
that game. New mods still default to enabled on every game (experimental mods
retain their explicit opt-in default).
That is deliberate. Gold reimplements the battle engine, the overworld, the
script VM and the save format, so a Gen 1 mod dropped into a Gold boot would
@@ -474,6 +474,8 @@ Generation-agnostic; nothing to adapt.
(`src/world/gen2/WorldAPI.lua`). Two differences show through and are
documented on the module: Gold's world is not a stack state, and Gen 2 event
flags are numeric ids into `wEventFlags` rather than string keys.
`mapOverview` returns the same read-only terrain, tile-shading, and marker
shape, using Gold's live object masks and event flags to omit collected items.
`spawnNpc` / `removeNpc` append onto the map def's own object list, the way the
Gen 1 arm does, so a spawned actor is pooled, drawn, walked and talked to like
an extracted one and survives a map reload; it is not serialized, so a mod
+2 -1
View File
@@ -66,7 +66,8 @@ optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
`"3"` (darkest); their matching width and height fields describe the grid.
`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
`warp`, visible `item`, and untaken `hidden` locations. All fields are
read-only snapshots; mods choose which layers to render.
read-only snapshots; mods choose which layers to render. Red and Gold expose
the same contract while applying their own object and event visibility rules.
## Party ordering
+7 -12
View File
@@ -260,18 +260,13 @@ selected game reads `Needs <id> (not for Gold)` rather than `Ready`.
### One limit worth knowing
**Per-game enable flags are still a preview.** The overlay
`options.modsByVersion[version][id]` exists and every surface goes through
`SaveData.modEnabled` / `SaveData.setModEnabled`, but
`SaveData.PER_VERSION_MODS` is `false`
(`src/core/SaveData.lua:489`). While it is false, `SaveData.modScope` answers
nil for every caller, so the launcher panel, the in-game manager *and* the
loader all read and write the one shared `options.mods` flag and the overlay is
not consulted for enablement anywhere. That matters because the overlay is
plantable from an imported `.g1rmodlist`: keeping every reader on the same
scope as every writer is what stops a stored per-game flag from showing a mod
set no boot would honour. Nothing about this affects a mod author; it affects
what a player can currently express.
**Enablement is per game.** The overlay
`options.modsByVersion[version][id]` is read and written through
`SaveData.modEnabled` / `SaveData.setModEnabled` by the launcher, in-game
manager, and loader. Existing shared settings are copied to every game the
first time this version sees the installed mods; from then on, each coloured
game checkbox changes only that game's next boot. Nothing about this affects a
mod author; it affects what a player can express.
Targeting is a different question from enablement and *is* enforced per game,
as above. The two do not share a switch.
+12 -1
View File
@@ -26,7 +26,7 @@ JSON parsing, and sha256 verification run on a background `love.thread`
## Version.lua fields
`src/core/Version.lua` carries three fields the updater reads directly (the
`src/core/Version.lua` carries four fields the updater reads directly (the
existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
untouched):
@@ -37,6 +37,11 @@ untouched):
as a valid payload to chainload).
- `shell` - the native-shell contract this build's fused executable
implements.
- `payloadHost` - the native host family an in-place payload targets. Ordinary
LÖVE packages use `"love"`. A specialized native package uses a distinct,
stable identifier and accepts only payloads carrying that same identifier.
A missing field defaults to `"love"`, preserving compatibility with payloads
released before this field existed.
- `minShell` - the lowest shell contract required to *run* this payload.
Bump `minShell` only when a payload needs something the currently-shipped
@@ -49,6 +54,12 @@ rather than deleting it, in case a future shell upgrade can run it, and
installer instead. Do not bump `minShell` for an ordinary Lua/data release;
that is exactly the case the updater exists to avoid a reinstall for.
Change `payloadHost` only when the packaged Lua depends on a different native
host family. This is separate from `minShell`: the host name answers *which*
native integration the payload targets, while the shell number answers *which
revision* of that integration it requires. A mismatched-host payload is never
mounted or deleted as stale; the launcher directs the player to a full package.
## Release assets
Each tagged release `vX.Y.Z` carries the existing per-platform archives
+29 -5
View File
@@ -14,6 +14,7 @@ local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
local LaunchOptions = require("src.core.LaunchOptions")
local NxDisplay = require("src.core.NxDisplay")
local PlatformHooks = require("src.core.PlatformHooks")
local HostDisplay = require("src.core.HostDisplay")
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
do
@@ -197,14 +198,19 @@ end
local touchEditorHost
local closeTouchControlsEditor -- forward declaration
local function openTouchControlsEditor()
-- `version` is the launcher tab the gear was opened on, and it decides which
-- option block the layout lands in (src/ui/TouchControlsEditor.lua persist).
local function openTouchControlsEditor(version)
touchEditorHost = Importer
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
TouchEditor = require("src.ui.TouchControlsEditor")
TouchEditor.load({ onClose = function() closeTouchControlsEditor() end })
TouchEditor.load({
version = version,
onClose = function() closeTouchControlsEditor() end,
})
end
function closeTouchControlsEditor()
@@ -425,6 +431,7 @@ function love.load(args)
end
function love.update(dt)
HostDisplay.update(dt)
SwitchDiagnostics.maybeFlush(false)
-- NX only (no-op elsewhere): follow dock/undock without waiting for SDL.
NxDisplay.sync()
@@ -472,11 +479,27 @@ function love.update(dt)
end
function love.draw()
if editorMode then return EditorApp.draw() end
if TouchEditor then return TouchEditor.draw() end
if Importer then return Importer:draw() end
if editorMode then
HostDisplay.beginFrame("editor", EditorApp)
local result = EditorApp.draw()
HostDisplay.endFrame("editor", EditorApp)
return result
end
if TouchEditor then
HostDisplay.beginFrame("touch_editor", TouchEditor)
local result = TouchEditor.draw()
HostDisplay.endFrame("touch_editor", TouchEditor)
return result
end
if Importer then
HostDisplay.beginFrame("launcher", Importer)
local result = Importer:draw()
HostDisplay.endFrame("launcher", Importer)
return result
end
if not Game then return end
HostDisplay.beginFrame("game", Game)
Game:draw()
-- frame capture requested by a driver
if Game.capturePath then
@@ -491,6 +514,7 @@ function love.draw()
end
end)
end
HostDisplay.endFrame("game", Game)
end
function love.keypressed(key, scancode, isrepeat)
@@ -143,16 +143,36 @@ public class GameActivity extends SDLActivity {
private static native void nativeSetDefaultStreamValues(int sampleRate, int framesPerBurst);
/**
* Native libraries required by an optional Android host extension.
*
* Subclasses supplied by another product flavor may override this method.
* The libraries are loaded after LÖVE's dependencies and before liblove;
* liblove must remain last because SDL treats the final entry as the main
* shared object.
*/
protected String[] getHostLibraries() {
return new String[0];
}
@Override
protected String[] getLibraries() {
return new String[] {
"c++_shared",
"mpg123",
"openal",
"love",
};
String[] hostLibraries = getHostLibraries();
String[] libraries = new String[hostLibraries.length + 4];
libraries[0] = "c++_shared";
libraries[1] = "mpg123";
libraries[2] = "openal";
System.arraycopy(hostLibraries, 0, libraries, 3, hostLibraries.length);
libraries[libraries.length - 1] = "love";
return libraries;
}
protected void onHostCreateBeforeSDL(Bundle savedInstanceState) {}
protected void onHostCreateAfterSDL(Bundle savedInstanceState) {}
protected void onHostResume() {}
protected void onHostPause() {}
protected void onHostDestroy() {}
@Override
protected String getMainSharedObject() {
String[] libs = getLibraries();
@@ -192,7 +212,9 @@ public class GameActivity extends SDLActivity {
intent.setData(null);
}
onHostCreateBeforeSDL(savedInstanceState);
super.onCreate(savedInstanceState);
onHostCreateAfterSDL(savedInstanceState);
if (savedInstanceState != null) {
// Restore the in-flight SAF destinations, so a pick that returns to
// a recreated activity still lands under the basename it asked for.
@@ -341,6 +363,7 @@ public class GameActivity extends SDLActivity {
Log.d("GameActivity", "Cancelling vibration");
vibrator.cancel();
}
onHostDestroy();
super.onDestroy();
}
@@ -351,12 +374,14 @@ public class GameActivity extends SDLActivity {
vibrator.cancel();
}
teardownSecondaryDisplay();
onHostPause();
super.onPause();
}
@Override
public void onResume() {
super.onResume();
onHostResume();
setupSecondaryDisplay();
}
+9 -9
View File
@@ -7,7 +7,7 @@ an iOS app with LÖVE 12.0.
The app uses the public iOS Documents directory as its LÖVE save directory.
There is no `pokemon-love2d` subdirectory and the app does not create a
README file there. When browsing `On My iPhone > gen1recomp` in Files, the
README file there. When browsing `On My iPhone > gen1recomp++` in Files, the
directory contains the app's runtime data directly, including:
- installed mods and downloaded ROMs
@@ -46,7 +46,7 @@ scripts/build_ios.sh --device --release --install
Device builds require a paired, unlocked device and a valid Apple signing
identity. Set `DEVELOPMENT_TEAM` or `CODE_SIGN_IDENTITY` when automatic
signing cannot select the intended account. Add `--ipa` to create
`dist/ios/gen1recomp.ipa`.
`dist/ios/gen1recomp++.ipa`.
The script verifies the final app before packaging it:
@@ -76,10 +76,10 @@ option.
Simulator and device app bundles are copied to:
```text
dist/ios/Debug-iphonesimulator/gen1recomp.app
dist/ios/Release-iphonesimulator/gen1recomp.app
dist/ios/Debug-iphoneos/gen1recomp.app
dist/ios/Release-iphoneos/gen1recomp.app
dist/ios/Debug-iphonesimulator/gen1recomp++.app
dist/ios/Release-iphonesimulator/gen1recomp++.app
dist/ios/Debug-iphoneos/gen1recomp++.app
dist/ios/Release-iphoneos/gen1recomp++.app
```
The intermediate Xcode products are under `mobile/ios/build/`. Both locations
@@ -94,9 +94,9 @@ saves; those are created at runtime in Documents.
| Field | Default |
| --- | --- |
| Display name | `gen1recomp` |
| Product name | `gen1recomp` |
| Bundle identifier | `com.theboisclub.gen1recomp` |
| Display name | `gen1recomp++` |
| Product name | `gen1recomp++` |
| Bundle identifier | `com.theboisclub.gen1recompplusplus` |
| Save directory | Public `Documents` root |
| Orientation | Portrait |
+32 -4
View File
@@ -1,17 +1,45 @@
{
"name": "gen1recomp App Repo",
"identifier": "com.theboisclub.gen1recomp.repo",
"name": "gen1recomp++ App Repo",
"identifier": "com.theboisclub.gen1recompplusplus.repo",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"apps": [
{
"name": "gen1recomp",
"bundleIdentifier": "com.theboisclub.gen1recomp",
"name": "gen1recomp++",
"bundleIdentifier": "com.theboisclub.gen1recompplusplus",
"developerName": "bryanthaboi",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.1.83",
"date": "2026-08-13",
"size": 11282300,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.83/gen1recomp++-0.1.83-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi"
},
{
"version": "0.1.82",
"date": "2026-08-13",
"size": 11281277,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.82/gen1recomp++-0.1.82-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #914 Immunity steps and no encounter tiles\n- #936 Fly and teleporting allow should block interactions\n- #944 When starting a new game, the character sprite is facing down instead of up\n- #949 Save game import, save game export, \"normal\" save game\n- #964 Menu closing when trying to view Pokemon before picking starter\n- #978 Following up of #847\n- #983 Pikachu incorrectly able to be released\n- #984 EXP calculation after trading a PKMN back isnt right.\n- #987 Celadon Game Corner Display Error (L22680)\n- #988 (Yellow) Missing Pikachu Interaction - Pewter City Pokemon Centre\n- #989 (Yellow) Missing Pikachu Interaction - Vermilion City Pokemon Fan Club\n- #990 (Yellow) Pikachu Missing Hat\n- #999 Pallet Town music while player follows Prof. Oak\n- #1007 Transition into battle state for the 'Catching Pikachu' scene missing\n- #1010 Rival's position resets\n- #1011 Rival dialogue issue\n- #1029 1px black line sits under the title logo at the SGB zone boundary\n- #1035 Alt Music not playing\n- #1041 Mimic text not swoing up\n- #1047 Using a TM or HM closes the menu afterwards.\n- #1048 Cannot select items from the sell menu.\n- #1056 Cursor not jumping when switching moves\n- #1065 Player walks through statue after final battle while walking into Hall Of Fame\n- #1066 Anomalies when opponent switches out Pokemon\n- #1069 missing {RAM:wNameBuffer}\n- #1073 _GotMonText not used\n- #1089 Scripted movement missing for player and rival\n- #1101 Recoil damage calculation bug\n- #1115 Hitting attack does no damage\n- #1119 Wrongs textlines and events\n- #1120 Health is black when viewing stats\n- #1129 Errors in bowing animations of the nurse\n- #1146 [Recomp] Map music glitch\n- #1149 issue that affects tranlations\n- #1175 Pikachu visible too late\n- #1189 Town Map Item\n- #1193 Status moves have (wrong) sound effects when battle animations are turned off\n- #1206 Gen1: Cinnebar island has unfishable tiles north and east\n- #1207 Poison Flicker Visual issue\n- #1214 Title Screen with OG Red is the wrong color\n- #1219 [GOLD] UNABLE TO USE SUN STONE\n- #1220 No screen shaking for hitting moves when battle animations are off\n- #1221 [Gold] Flaafy evolution to at Lvl 30 Ampharos skipped learn thunder punch\n- #1225 Jingles for learning moves missing\n\n## Contributors\n\n- @1Jamie\n- @bryanthaboi"
},
{
"version": "0.1.81",
"date": "2026-08-13",
"size": 9886854,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.81/gen1recomp++-0.1.81-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1091 Encounter Rate is tied to Game Speed\n- #1097 Phase through walls exiting a cave\n- #1100 Allow for control edit and vibration toggle on gold\n- #1104 wrong warp\n- #1135 update for iphone - haptic vibrations\n- #1155 Magnitude always rolls a 4\n- #1157 Sonic Boom doesn't deal set damage\n- #1158 Unable to view opponent's next Pokemon\n- #1159 Dig animation is bugged\n- #1160 64x64 battle sprite followup for mods\n- #1167 [Gold] items in ilex forest missing\n- #1208 Gold Save game not showing properly in LAUNCHER after having multiple saves\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian\n- @MaxTomahawk\n- @Yukitty\n- Codex Agent"
},
{
"version": "0.1.80",
"date": "2026-08-12",
"size": 10964568,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.80/gen1recomp-0.1.80-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1100 Allow for control edit and vibration toggle on gold\n- #1107 [Gold] When playing without a save slot in the launcher, no save will be created at all when saving ingame\n- #1112 [Gold] In the shop when buying items and pressing \"down\", it should not default to x99\n- #1121 [Gold] NPC trading (probably player too?) animation broken / missing things\n- #1126 [Gold] Jumping off ledge animation missing\n- #1130 A separate program for Gen2 (Gen2 Recomp)\n- #1145 Gen1recomp internal update - Mod didn't filter for Gen1 and Gen2 when click on individual tab\n- #1150 Control in Gold freeze when change\n- #1151 [Gold] Following up of #1127\n- #1152 [Gold] You cannot try to run away from wild battle after one of your Pokemon gets fainted.\n- #1161 window/borderless & resolution selection for gen2\n- #1162 [gold] learning TM/HM doesn't show if possible or not\n- #1164 Goldenrod Tower Softlock\n- #1165 [Gold] NPC trading behavior and ledge jumping missing still there despite fix\n- #1166 [Gold] nickname screen grey\n- #1167 [Gold] items in ilex forest missing\n- #1168 [Gold] multi-hit attacks only hits twice\n- #1169 [Gold] the sales lady in goldenrod underground\n- #1172 [Gold] {last item u found/got} used ROCK SMASH\n- #1173 [Gold] ROCK SMASH rocks keep slide left\n- #1177 [Gold] Touch controls position\n- #1178 No Vibration Setting for Gold\n- #1180 [Gold] something feels off with the DV calculation\n- #1184 [Gold] Kurt is in the wrong spot, blocking you from progressing\n- #1185 [Gold] Text messages is in the wrong order when a Pokemon learns a new skill after a trainer fight\n- #1188 GoldenRod tower softlock\n- #1190 POKEMON GOLD GEN1RECOMP++\n- #1192 cant import gold on RGXX build\n\n## Contributors\n\n- @anxiousintrovert\n- @AverageConsumer\n- @bryanthaboi\n- @MaxTomahawk\n- @ShaneMcGovernIE\n- @thibautbus"
},
{
"version": "0.1.79",
"date": "2026-08-12",
+2 -2
View File
@@ -5,7 +5,7 @@
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>gen1recomp</string>
<string>gen1recomp++</string>
<key>CFBundleDocumentTypes</key>
<array>
<dict>
@@ -32,7 +32,7 @@
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>gen1recomp</string>
<string>gen1recomp++</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
+52 -2
View File
@@ -29,6 +29,9 @@ WRAP_SYSTEM = LOVE_SRC / "src" / "modules" / "system" / "wrap_System.cpp"
PBXPROJ = LOVE_SRC / "platform" / "xcode" / "love.xcodeproj" / "project.pbxproj"
APPLE_MM = LOVE_SRC / "src" / "common" / "apple.mm"
FILESYSTEM_CPP = LOVE_SRC / "src" / "modules" / "filesystem" / "physfs" / "Filesystem.cpp"
IOS_MM = LOVE_SRC / "src" / "common" / "ios.mm"
IOS_H = LOVE_SRC / "src" / "common" / "ios.h"
SYSTEM_CPP = LOVE_SRC / "src" / "modules" / "system" / "System.cpp"
ENTITLEMENTS_SRC = IOS_DIR / "overlays" / "love-ios.entitlements"
NATIVE_FILES = ("GRPickerBridge.swift", "GRHealthBridge.swift", "GRBootstrap.m")
@@ -120,7 +123,7 @@ int w_pickFileKinds(lua_State *L)
typedef const char *(*GRUTF8)(id, SEL);
const char *bytes = ((GRUTF8)objc_msgSend)(kinds,
sel_registerName("UTF8String"));
if (bytes == nullptr || bytes[0] == '\0')
if (bytes == nullptr || bytes[0] == '\\0')
{
lua_pushnil(L);
return 1;
@@ -358,6 +361,50 @@ def patch_public_documents():
print("patch_love_src: iOS save directory routed to Documents root")
def patch_ios_haptics():
text = pristine(IOS_MM, ("UIImpactFeedbackGenerator",))
original = """void vibrate()
{
@autoreleasepool
{
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
}
}
"""
replacement = """void vibrate(double seconds)
{
@autoreleasepool
{
UIImpactFeedbackStyle style = UIImpactFeedbackStyleLight;
if (seconds >= 0.035)
style = UIImpactFeedbackStyleHeavy;
else if (seconds >= 0.02)
style = UIImpactFeedbackStyleMedium;
UIImpactFeedbackGenerator *generator = [[UIImpactFeedbackGenerator alloc]
initWithStyle:style];
[generator prepare];
[generator impactOccurred];
}
}
"""
if original not in text:
fail(f"iOS haptic anchor not found in {IOS_MM}")
IOS_MM.write_text(text.replace(original, replacement, 1))
header = pristine(IOS_H, ("void vibrate(double seconds);",))
header_original = "void vibrate();"
if header_original not in header:
fail(f"iOS haptic declaration not found in {IOS_H}")
IOS_H.write_text(header.replace(header_original, "void vibrate(double seconds);", 1))
system = pristine(SYSTEM_CPP, ("love::ios::vibrate(seconds)",))
system_original = "love::ios::vibrate();"
if system_original not in system:
fail(f"iOS haptic call site not found in {SYSTEM_CPP}")
SYSTEM_CPP.write_text(system.replace(system_original, "love::ios::vibrate(seconds);", 1))
print("patch_love_src: iOS haptics use Taptic Engine impact presets")
def patch_pbxproj():
text = pristine(PBXPROJ)
@@ -408,7 +455,9 @@ def patch_pbxproj():
fail(f"build configuration {config_id} not found")
settings = (
"\t\t\t\tSWIFT_VERSION = 5.0;\n"
"\t\t\t\tIPHONEOS_DEPLOYMENT_TARGET = 14.0;\n"
"\t\t\t\tIPHONEOS_DEPLOYMENT_TARGET = 15.0;\n"
"\t\t\t\tPRODUCT_NAME = \"gen1recomp++\";\n"
"\t\t\t\tEXECUTABLE_NAME = \"gen1recomp++\";\n"
'\t\t\t\tCODE_SIGN_ENTITLEMENTS = "ios/native/love-ios.entitlements";\n'
)
text = text[: m.end()] + settings + text[m.end():]
@@ -422,6 +471,7 @@ def main():
fail("love-src/ missing; run scripts/build_ios.sh --fetch first")
copy_native_files()
patch_public_documents()
patch_ios_haptics()
patch_wrap_system()
patch_pbxproj()
+1 -1
View File
@@ -13,7 +13,7 @@
# dist/linux/gen1recomp-linux.zip (fused x86_64 AppImage)
# dist/android/debug/*.apk (full gradle output stays under
# mobile/android/app/build/outputs/apk/embedNoRecord/)
# dist/ios/<Config>-<sdk>/gen1recomp.app (full xcodebuild output stays
# dist/ios/<Config>-<sdk>/gen1recomp++.app (full xcodebuild output stays
# under mobile/ios/build/Build/Products/)
set -euo pipefail
+43 -25
View File
@@ -20,9 +20,9 @@
# - macOS + Xcode (xcodebuild)
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
#
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
# dist/ios/gen1recomp.ipa (device builds only)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
# Output: dist/ios/<Config>-<sdk>/gen1recomp++.app (convenience copy)
# dist/ios/gen1recomp++.ipa (device builds only)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp++.app
set -euo pipefail
@@ -39,8 +39,9 @@ RESOURCES_DIR="$XCODE_DIR/ios/resources"
LOVE_FILE="$RESOURCES_DIR/game.love"
LIBS_DIR="$XCODE_DIR/ios/libraries"
APP_NAME="gen1recomp"
DISPLAY_NAME="gen1recomp"
APP_NAME="gen1recomp++"
DISPLAY_NAME="gen1recomp++"
PRODUCT_NAME="gen1recomp++"
# Bundle ID resolution, most specific wins:
# 1. GEN1_BUNDLE_ID env var
# 2. mobile/ios/bundle_id.local (one line, gitignored — pins YOUR install
@@ -50,7 +51,7 @@ DISPLAY_NAME="gen1recomp"
# capabilities like HealthKit are involved), so a per-team default
# lets anyone build without colliding with someone else's app
# 4. simulator: the project default (no App ID registration involved)
BUNDLE_ID="${GEN1_BUNDLE_ID:-com.theboisclub.gen1recomp}"
BUNDLE_ID="${GEN1_BUNDLE_ID:-}"
if [ -z "$BUNDLE_ID" ] && [ -f "$IOS_DIR/bundle_id.local" ]; then
BUNDLE_ID="$(tr -d '[:space:]' < "$IOS_DIR/bundle_id.local")"
fi
@@ -138,11 +139,7 @@ if $DEVICE && [ -z "${DEVELOPMENT_TEAM:-}" ]; then
fi
fi
if [ -z "$BUNDLE_ID" ]; then
if $DEVICE; then
BUNDLE_ID="com.gen1recomp.t$(printf '%s' "$DEVELOPMENT_TEAM" | tr '[:upper:]' '[:lower:]')"
else
BUNDLE_ID="com.theboisclub.pokemonred"
fi
BUNDLE_ID="com.theboisclub.gen1recompplusplus"
fi
# --------------------------------------------------------------- host checks
@@ -226,13 +223,26 @@ verify_documents_overlay() {
}
apply_ios_icon() {
local source="$ROOT/assets/logo/gen1recomp_cover.png"
local source="$ROOT/assets/logo/logo.png"
local target="$XCODE_DIR/Images.xcassets/iOS AppIcon.appiconset"
[ -f "$source" ] || fail "missing iOS icon source: $source"
[ -d "$target" ] || fail "missing iOS app icon set: $target"
local icon="$BUILD_DIR/gen1recomp-ios-icon.png"
mkdir -p "$BUILD_DIR"
if command -v magick >/dev/null 2>&1; then
magick -size 1024x1024 xc:black \
\( "$source" -resize 900x900 \) -gravity center -composite \
-alpha off "$icon" || fail "could not create iOS app icon: $source"
else
local scaled="$BUILD_DIR/gen1recomp-logo.png"
sips -Z 900 "$source" --out "$scaled" >/dev/null \
|| fail "could not resize iOS app icon source: $source"
sips -p 1024 1024 --padColor 000000 "$scaled" --out "$icon" >/dev/null \
|| fail "could not center iOS app icon source: $source"
fi
local entry name size
while IFS=: read -r name size; do
sips -z "$size" "$size" "$source" --out "$target/$name" >/dev/null
sips -z "$size" "$size" "$icon" --out "$target/$name" >/dev/null
done <<'EOF'
icon-1024pt@1x.png:1024
icon-29pt@1x.png:29
@@ -647,6 +657,7 @@ run_xcodebuild() {
CURRENT_PROJECT_VERSION="$project_version"
INFOPLIST_KEY_UIFileSharingEnabled=YES
INFOPLIST_KEY_LSSupportsOpeningDocumentsInPlace=YES
IPHONEOS_DEPLOYMENT_TARGET=15.0
ONLY_ACTIVE_ARCH=NO
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
)
@@ -666,6 +677,9 @@ run_xcodebuild() {
if [ -n "${CODE_SIGN_IDENTITY:-}" ]; then
args+=(CODE_SIGN_IDENTITY="$CODE_SIGN_IDENTITY")
fi
if [ "${GEN1_DISABLE_HEALTHKIT:-0}" = "1" ]; then
args+=(CODE_SIGN_ENTITLEMENTS=)
fi
fi
if ! xcodebuild -showsdks 2>/dev/null | grep -q "$sdk"; then
@@ -708,18 +722,22 @@ run_xcodebuild() {
fi
local products="$BUILD_DIR/Build/Products/${config}-${sdk}"
local app="$products/$APP_NAME.app"
if [ ! -d "$app" ]; then
# PRODUCT_NAME override can still leave love.app on older projects
if [ -d "$products/love.app" ]; then
app="$products/$APP_NAME.app"
mv "$products/love.app" "$app"
warn "renamed love.app to $APP_NAME.app"
else
warn "xcodebuild finished but no .app under $products"
find "$BUILD_DIR/Build/Products" -name '*.app' 2>/dev/null | head -20 || true
return 0
local app=""
local candidate
for candidate in "$products/$PRODUCT_NAME.app" "$products/$APP_NAME.app" "$products/love.app"; do
if [ -d "$candidate" ]; then
app="$candidate"
break
fi
done
if [ -z "$app" ]; then
warn "xcodebuild finished but no .app under $products"
find "$BUILD_DIR/Build/Products" -name '*.app' 2>/dev/null | head -20 || true
return 0
fi
if [ "$app" != "$products/$APP_NAME.app" ]; then
mv "$app" "$products/$APP_NAME.app"
app="$products/$APP_NAME.app"
fi
verify_documents_configuration "$app"
@@ -760,7 +778,7 @@ run_xcodebuild() {
fi
}
# Pack Payload/<app>.app into dist/ios/gen1recomp.ipa for release / sideload tools.
# Pack Payload/<app>.app into dist/ios/gen1recomp++.ipa for release / sideload tools.
package_ipa() {
local app="$1"
local ipa="$DIST/$APP_NAME.ipa"
+34 -13
View File
@@ -613,6 +613,7 @@ local function newBattle(game)
self.phase = "intro"
self.menuIndex = 1
self.moveIndex = 1
self.playerMoveListIndex = 1
self.frame = 0
return self
end
@@ -929,6 +930,11 @@ function BattleState:sayNext(text)
table.insert(self.queue, self.nextInsert, { text = text })
end
function BattleState:sayNextWaitSfx(text, sfx)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { text = text, waitForLearningSfx = sfx })
end
-- sayNext for a page that ends in `text_end` (see sayAuto) (#765)
function BattleState:sayNextAuto(text, delay)
self.nextInsert = (self.nextInsert or 0) + 1
@@ -1255,13 +1261,13 @@ function BattleState:updateQueue()
-- no subanimation player: keep the single-sound fallback (with
-- the move's pitch/tempo modifiers; GROWL/ROAR play the
-- attacker's cry -- GetMoveSound/IsCryMove)
if item.anim == "GROWL" or item.anim == "ROAR" then
if self:animationsOn() and (item.anim == "GROWL" or item.anim == "ROAR") then
local attacker = item.attackerIsPlayer and self.player or self.enemy
if attacker then
require("src.core.Sound").playMoveCry(self.data, attacker.mon.species,
anim and anim.tempo)
end
elseif anim and anim.sound then
elseif self:animationsOn() and anim and anim.sound then
local Sound = require("src.core.Sound")
if Sound.playMove then
Sound.playMove(self.data, anim)
@@ -1361,6 +1367,11 @@ function BattleState:updateQueue()
self.current = nil
end
elseif not (item and item.choice) then
if item and item.waitForLearningSfx and not item.soundStarted then
item.soundStarted = true
self.waitingSound = item.waitForLearningSfx()
return true
end
-- The page is typed out and waiting on the player: PromptText
-- (home/text.asm:209-217) writes '▼' at (18,16) and ManualTextScroll
-- blinks it until A/B, so the arrow belongs on a finished page and not
@@ -1746,6 +1757,7 @@ end
local function sendOutMonCursors(self)
self.menuIndex = 1
self.moveIndex = 1
self.playerMoveListIndex = 1
end
-- core.asm:297-300: both sides' FLINCHED bits are cleared as a turn's move
@@ -2044,8 +2056,10 @@ function BattleState:update(dt)
if self.moveSwapIndex then
self:swapMoves(self.moveSwapIndex, self.moveIndex)
self.moveSwapIndex = nil
self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves)
else
self.moveSwapIndex = self.moveIndex
self.moveIndex = math.min(self.playerMoveListIndex or 1, #moves)
end
elseif input:wasPressed("b") then
require("src.core.Sound").play(self.data, "Press_AB")
@@ -2068,6 +2082,7 @@ function BattleState:update(dt)
self.phase = "messages"
self.afterQueue = "menu"
else
self.playerMoveListIndex = self.moveIndex
self:resolveTurn(mv)
end
end
@@ -2423,11 +2438,9 @@ function BattleState:resolveTurn(playerAction)
end
local order
if pFirst then
order = { { self.player, self.enemy, playerAction },
{ self.enemy, self.player, enemyAction } }
order = { { true, playerAction }, { false, enemyAction } }
else
order = { { self.enemy, self.player, enemyAction },
{ self.player, self.enemy, playerAction } }
order = { { false, enemyAction }, { true, playerAction } }
end
self.phase = "messages"
@@ -2435,7 +2448,9 @@ function BattleState:resolveTurn(playerAction)
for _, entry in ipairs(order) do
self:act(function()
self:executeAction(entry[1], entry[2], entry[3])
local user = entry[1] and self.player or self.enemy
local target = entry[1] and self.enemy or self.player
self:executeAction(user, target, entry[2])
end)
end
self:act(function() self:endOfTurn() end)
@@ -2945,7 +2960,7 @@ function BattleState:applyHitFx(hit)
Sound.play(self.data, hit.sfx)
end
end
if not t or not self:animationsOn() then return end
if not t then return end
if t == 1 then
-- PredefShakeScreenVertically b=8: the window drops by b for 3 frames
-- then home for 3, b counting down
@@ -3839,9 +3854,12 @@ function BattleState:awardExp()
participants, alive = 1, { self.player.mon }
end
local function applyShare(mon, split, announce)
local playerId = self.game.save.player and self.game.save.player.id
local traded = mon.otId ~= nil and playerId ~= nil
and mon.otId ~= playerId or mon.traded == true and mon.otId == nil
local levels, gained = Experience.apply(self.data, mon, self.enemy.def,
self.enemy.mon.level, self.kind == "trainer",
split, mon.traded)
split, traded)
-- Track level-ups for EvolveAfterBattle (OverworldState:afterBattle ->
-- Evolution.checkParty). B-cancel leaves the mon at/above threshold;
-- without this gate it re-triggers after every later fight (#213).
@@ -3865,7 +3883,7 @@ function BattleState:awardExp()
local text = Strings.source("%s gained\n%d EXP. Points!")
if announce == "expAll" then
text = Strings.source("%s gained\nwith EXP.ALL,\v%d EXP. Points!")
elseif mon.traded then
elseif traded then
text = Strings.source("%s gained\na boosted\v%d EXP. Points!")
end
self:sayNext(Strings(text, name, gained))
@@ -4129,15 +4147,17 @@ function BattleState:learnMove(mon, moveId)
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
self:sayNext(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
mdef.name))
self:sayNextWaitSfx(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
mdef.name), function()
return require("src.core.Sound").play(self.data, "Level_Up")
end)
return
end
-- the "trying to learn" preamble lives inside MoveLearnMenu:enter;
-- ordered insert so multi-level gains keep each level's checks
-- between its own stat box and the next "grew to level" text
self:uiNext(function()
return self:buildScreen("MoveLearnMenu", mon, moveId)
return self:buildScreen("MoveLearnMenu", mon, moveId, nil, "Level_Up")
end)
end
@@ -5791,6 +5811,7 @@ function BattleState:drawTextArea()
Font.draw(self.data.moves[m.id].name, 16, (7 + i) * 8)
end
Font.drawCode(0xED, 8, (7 + self.mimicIndex) * 8)
Font.draw(Strings("WHICH TECHNIQUE?"), 8, 112)
end
end
+1 -2
View File
@@ -310,8 +310,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if record and record.afterDamage then
record.afterDamage(ctx, totalDealt)
elseif moveInst.struggle then
-- struggle recoils even when its effect id resolves to no record
local recoil = math.max(1, math.floor(dmg / 2))
local recoil = math.max(1, math.floor(totalDealt / 2))
battle:sayNext(romText(battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(user)))
battle:applyDamage(user, recoil)
end
+7 -8
View File
@@ -348,8 +348,9 @@ MoveEffects.primary = {
target.disabledTurns = battle.rng(1, 8)
local id = target.curMoves[slot].id
-- _MoveWasDisabledText: "X's / MOVE was / disabled!"
return { romText(battle.data, "_MoveWasDisabledText", "%s's\n%s was\ndisabled!", displayName(target),
battle.data.moves[id].name) }
return { romText(battle.data, "_MoveWasDisabledText", "%s's\n%s was\ndisabled!",
{ TARGET = displayName(target),
["RAM:wNameBuffer"] = battle.data.moves[id].name }) }
end,
SPLASH_EFFECT = function(battle)
@@ -441,11 +442,10 @@ local function hitsFrom(dist, ctx)
return dist[r + 1]
end
-- drain_hp.asm halves the RAW wDamage IN PLACE (minimum 1) and heals
-- that amount, so Counter would see the halved value
-- engine/battle/core.asm ApplyDamageToEnemyPokemon
local function drainHalf(label, text)
return function(ctx)
local heal = math.max(1, math.floor(ctx.rawDamage / 2))
local heal = math.max(1, math.floor(ctx.totalDealt / 2))
ctx.battle.lastDamage = heal
local mon = ctx.user.mon
mon.hp = math.min(mon.stats.hp, mon.hp + heal)
@@ -529,9 +529,8 @@ MoveEffects.full = {
RECOIL_EFFECT = {
afterDamage = function(ctx)
-- recoil.asm reads the RAW computed wDamage (not the HP actually
-- removed): overkill and substitute hits recoil at full strength
local recoil = math.max(1, math.floor(ctx.rawDamage
-- engine/battle/move_effects/recoil.asm
local recoil = math.max(1, math.floor(ctx.totalDealt
/ (ctx.moveInst.struggle and 2 or 4)))
ctx.say(romText(ctx.battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(ctx.user)))
ctx.battle:applyDamage(ctx.user, recoil)
+3 -1
View File
@@ -243,7 +243,9 @@ function Status.beforeMove(battler, rng, battle, selectedMoveId)
local shown = moves and moves[selectedMoveId] and moves[selectedMoveId].name
or tostring(selectedMoveId)
table.insert(msgs, romText(battle and battle.data, "_MoveIsDisabledText",
"%s's\n%s is\ndisabled!", name(battler), shown))
"%s's\n%s is\ndisabled!", {
USER = name(battler), ["RAM:wNameBuffer"] = shown,
}))
return false, msgs
end
end
+41 -10
View File
@@ -37,8 +37,10 @@ local Prize = require("src.battle.gen2.Prize")
-- * Gen 1's `user` / `target` / `battler` are battler wrappers around a mon
-- ({ mon = , name = , isPlayer = }); Gen 2's engine works on the party mon
-- table directly, so that is what these payloads carry.
-- * Gen 1's `rng` is love.math.random (1..n); Gen 2's injected `random` is
-- the cart's BattleRandom convention (0..n-1). Both keys are present.
-- * Gen 1's `rng` is love.math.random (rng(n) → 1..n, rng(lo,hi) → lo..hi).
-- Gen 2's cart BattleRandom is random(n) → 0..n-1. Both live on the
-- battle: `random` / `roller()` are BattleRandom for damage, accuracy,
-- Magnitude, etc.; `rng` is the Gen 1 / love-style view of the same stream.
local Runtime = require("src.mods.Runtime")
-- The two battle lines that carry the cart's own `line` break: a marker-bearing
-- literal has to stay reachable from a translation mod (#186, #245), which is
@@ -88,6 +90,19 @@ local function rand(random, n)
return math.random(n) - 1
end
-- Gen 1 / love.math view of BattleRandom: rng(n) → 1..n, rng(lo,hi) → lo..hi.
local function loveStyleRng(random)
return function(lo, hi)
if hi == nil then
local n = lo or 1
if n < 1 then n = 1 end
return (rand(random, n) or 0) + 1
end
if hi < lo then lo, hi = hi, lo end
return lo + (rand(random, hi - lo + 1) or 0)
end
end
-- data/trainers/leaders.asm. The two lists are ONE array in the ROM: only
-- KantoGymLeaders carries the -1 terminator, and GymLeaders falls through into
-- it, so IsGymLeader matches all twenty-two classes while IsKantoGymLeader
@@ -212,12 +227,15 @@ Battle.KANTO_BADGE_ORDER = {
-- this wild battle is BATTLETYPE_ROAMING; the caller built `wild`
-- through Roamers.beginBattle and reads Battle.roaming back to
-- bank the beast's HP afterwards
-- random(n) 0..n-1, injected so a test is deterministic
-- random(n) 0..n-1, injected so a test is deterministic (BattleRandom)
-- rng(lo,hi) / rng(n) Gen 1 / love.math contract; defaults over `random`
function Battle.new(opts)
opts = opts or {}
local self = setmetatable({}, Battle)
self.data = opts.data or {}
self.random = opts.random or function(n) return rand(nil, n) end
-- Same stream as `random`, Gen 1 / love.math calling convention.
self.rng = opts.rng or loveStyleRng(self.random)
self.party = opts.party or {}
self.trainer = opts.trainer
self.save = opts.save
@@ -403,11 +421,8 @@ function Battle:endBattle(outcome)
Runtime.emit("battle.ended", { battle = self, result = outcome })
end
-- A never-nil 0..n-1 roller for the hook contexts. `random` is optional on the
-- constructor (a headless test injects one, the game leaves it to love.math),
-- and a mod reaching for ctx.rng must not have to know that. Note the
-- convention: this is the cart's BattleRandom byte (0..n-1), NOT Gen 1's
-- love.math.random (1..n).
-- Never-nil BattleRandom (0..n-1) for call sites that want the cart byte.
-- `battle.rng` is the Gen 1 / love.math view of the same stream.
function Battle:roller()
if not self.rollerFn then
self.rollerFn = function(n) return rand(self.random, n) end
@@ -1604,9 +1619,25 @@ function Battle:useMove(attacker, defender, moveId)
return
end
-- Damage that skips the formula entirely.
local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random)
-- Damage that skips the formula entirely. The move's own power goes with
-- it: EFFECT_STATIC_DAMAGE's arm of BattleCommand_ConstantDamage reads
-- BATTLE_VARS_MOVE_POWER as the damage (effect_commands.asm:3157-3161).
local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random,
def.power)
if fixed then
-- The constant-damage effect list carries `resettypematchup` instead of
-- `stab`, and that command misses the move outright when the matchup byte
-- is 0 (effect_commands.asm:1480-1493) -- an immune target is the one
-- thing that stops SONIC BOOM, NIGHT SHADE or SUPER FANG.
local defenderTypes = (self:speciesDef(defender) or {}).types
or defender.types
local matchups = self.data.type_chart and self.data.type_chart.matchups
if Damage.typeMultiplier(def.type, defenderTypes, matchups) == 0 then
self:markMissed()
self:emit({ kind = "message",
text = "It doesn't affect " .. self:monName(defender) .. "..." })
return
end
self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId })
return
end
+25 -7
View File
@@ -179,9 +179,9 @@ end
-- --------------------------------------------------------------- fixed damage
-- BattleCommand_LevelDamage / SuperFang / Psywave, all of which skip the
-- damage formula entirely.
function Effects.fixedDamage(effect, attacker, defender, random)
-- BattleCommand_ConstantDamage (engine/battle/effect_commands.asm:3131-3205),
-- one command for the whole SuperFang / Psywave / StaticDamage list.
function Effects.fixedDamage(effect, attacker, defender, random, power)
if effect == "EFFECT_LEVEL_DAMAGE" then
return math.max(1, attacker.level or 1)
end
@@ -189,9 +189,17 @@ function Effects.fixedDamage(effect, attacker, defender, random)
return math.max(1, math.floor((defender.hp or 1) / 2))
end
if effect == "EFFECT_PSYWAVE" then
-- 1..(level * 1.5), rerolled until it is in range; one roll is enough here.
local ceiling = math.max(1, math.floor((attacker.level or 1) * 3 / 2))
return math.max(1, (random and random(ceiling) or 0) + 1)
-- .psywave rerolls until the byte is nonzero AND below level * 1.5, so the
-- top of the range is that ceiling minus one (effect_commands.asm:3163).
local ceiling = math.max(2, math.floor((attacker.level or 1) * 3 / 2))
return math.max(1, (random and random(ceiling - 1) or 0) + 1)
end
-- SONIC BOOM and DRAGON RAGE share EFFECT_STATIC_DAMAGE, whose arm reads
-- BATTLE_VARS_MOVE_POWER straight into the damage word: their stored power
-- (20 and 40) IS the damage, never a formula input
-- (effect_commands.asm:3157-3161).
if effect == "EFFECT_STATIC_DAMAGE" then
return math.max(1, math.floor(power or 0))
end
return nil
end
@@ -257,8 +265,18 @@ Effects.MAGNITUDE_POWER = {
-- is what damagecalc reads as the move's power -- data/moves/moves.asm stores
-- MAGNITUDE at power 1 precisely because this overwrites it. Returns the
-- power and the magnitude number the text prints.
--
-- `random` is BattleRandom (0..n-1). If none is supplied, roll via love.math
-- / math.random — never hard-code 0 (that always yields Magnitude 4).
function Effects.magnitudePower(random)
local roll = random and random(256) or 0
local roll
if type(random) == "function" then
roll = random(256) or 0
elseif love and love.math and love.math.random then
roll = love.math.random(256) - 1
else
roll = math.random(256) - 1
end
for _, row in ipairs(Effects.MAGNITUDE_POWER) do
if row[1] >= roll then return row[2], row[3] end
end
+12
View File
@@ -313,6 +313,16 @@ local function equalData(a, b)
return okA and okB and encodedA == encodedB
end
local function normalizeVerificationMetadata(actual, expected)
if type(actual) == "table" and type(actual.identity) == "table"
and type(expected) == "table" and type(expected.identity) == "table" then
-- RFC 0004 treats engineVersion as compatibility metadata, not runtime
-- state. A fresh recapture stamps the running engine, so normalize only
-- that metadata before differential verification.
actual.identity.engineVersion = expected.identity.engineVersion
end
end
local function firstDifference(a, b, path)
path = path or "$"
if type(a) ~= type(b) then return path .. " (type)" end
@@ -394,6 +404,7 @@ function Checkpoint.restore(game, checkpoint)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
normalizeVerificationMetadata(restored, validated)
if restored and equalData(restored, validated) then
emitRestored(game, validated)
return true
@@ -474,6 +485,7 @@ function Checkpoint.resume(game, checkpoint)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
normalizeVerificationMetadata(restored, validated)
if restored and equalData(restored, validated) then
emitRestored(game, validated)
return true
+11 -2
View File
@@ -1230,8 +1230,17 @@ function Engine.new(data, header, options)
engine.tempo = header.tempo
engine.tempoLocked = true
end
for _, spec in ipairs(chip and chip.channels
or headerChannels(banks, header)) do
local channels = chip and chip.channels or headerChannels(banks, header)
if header.startChannels then
local byNumber = {}
for _, start in ipairs(header.startChannels) do
byNumber[start.number] = start.address
end
for _, spec in ipairs(channels) do
spec.address = byNumber[spec.number] or spec.address
end
end
for _, spec in ipairs(channels) do
local frameTicks = options.frameTicks
local hardware = (spec.number - 1) % 4 + 1
if hardware == 4 then
+18 -2
View File
@@ -689,10 +689,26 @@ function Game2:usePartyItem(itemId)
self:say(result.text)
return
end
self:consumeItem(itemId)
if action == "candy" then
if action == "stone" then
local party = (self.save and self.save.party) or {}
local index
for i, member in ipairs(party) do
if member == mon then index = i break end
end
Screens.push(self, "Gen2EvolutionAnim", {
mon = mon, entry = result.evolution, index = index,
party = party, save = self.save,
force = true,
onDone = function(evolution)
if evolution and evolution.evolved then self:consumeItem(itemId) end
self.stack:pop()
end,
})
elseif action == "candy" then
self:consumeItem(itemId)
self:say(result.text, function() self:afterRareCandy(mon, result) end)
else
self:consumeItem(itemId)
self:say(result.text)
end
end
+41
View File
@@ -0,0 +1,41 @@
-- Optional native-host display lifecycle.
--
-- The engine always owns simulation and drawing. A packaged host may install
-- one backend to observe per-frame updates and prepare/finalize a render target
-- around an otherwise unchanged draw. With no backend installed every method
-- is a no-op, which is the normal desktop and mobile path.
--
-- Backend methods are optional:
-- backend:update(dt)
-- backend:beginFrame(kind, subject)
-- backend:endFrame(kind, subject)
--
-- `kind` is "editor", "touch_editor", "launcher", or "game". `subject` is
-- the object whose existing draw method runs between beginFrame and endFrame.
local HostDisplay = {}
local backend
function HostDisplay.setBackend(value)
if value ~= nil and type(value) ~= "table" then
error("host display backend must be a table or nil", 2)
end
backend = value
end
function HostDisplay.update(dt)
local fn = backend and backend.update
if fn then return fn(backend, dt) end
end
function HostDisplay.beginFrame(kind, subject)
local fn = backend and backend.beginFrame
if fn then return fn(backend, kind, subject) end
end
function HostDisplay.endFrame(kind, subject)
local fn = backend and backend.endFrame
if fn then return fn(backend, kind, subject) end
end
return HostDisplay
+17 -2
View File
@@ -64,6 +64,7 @@ state = {
fanfareResume = false, -- start/resume state.source when the fanfare ends
fade = nil, -- active volume-ramp fade-out (see Music.fadeOut)
tempo = nil, -- alternate-tempo override in force for `current`
start = nil,
failed = {}, -- labels whose def could not be started; logged once
}
@@ -215,9 +216,11 @@ function Music.play(data, song, loop, ctx)
song = selectSong(song, ctx)
local tempo = ctx and ctx.tempo or nil
local start = ctx and ctx.start or nil
-- a hook may silence the cue outright, or swap in a label the dedupe
-- below has to compare against
if not song or (song == state.current and tempo == state.tempo) then return end
if not song or (song == state.current and tempo == state.tempo
and start == state.start) then return end
local def = songDef(data, song)
if not def or state.failed[song] then return end
@@ -240,6 +243,17 @@ function Music.play(data, song, loop, ctx)
slowed.tempo = tempo
def = slowed
end
if start == "rival" and song == "Music_MeetRival"
and def.bank == 2 and def.address == 17050 then
local started = {}
for key, value in pairs(def) do started[key] = value end
started.startChannels = {
{ number = 1, address = 0x71a2 },
{ number = 2, address = 0x721d },
{ number = 3, address = 0x72b5 },
}
def = started
end
local wantLoop = loop ~= false
local src, loopSrc, isChip, err = startSong(data, def, wantLoop)
if not src then
@@ -276,6 +290,7 @@ function Music.play(data, song, loop, ctx)
state.source, state.loopSource, state.chip = src, loopSrc, isChip
state.current = song
state.tempo = tempo
state.start = start
if Runtime.wants("music.started") then
Runtime.emit("music.started", {
song = song, previous = previous, chip = isChip,
@@ -290,7 +305,7 @@ function Music.stop()
stopSource(state.loopSource)
require("src.core.ChipAudio").stopMusic()
state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil
state.tempo = nil
state.tempo, state.start = nil, nil
state.chip = false
state.pendingRestore = nil
if previous and Runtime.wants("music.stopped") then
+8
View File
@@ -33,6 +33,14 @@ return function(data, label, fallback, ...)
local args = { ... }
if #args == 0 then return text end
if #args == 1 and type(args[1]) == "table" then
local values = args[1]
return (text:gsub("%b{}", function(token)
local value = values[token] or values[token:sub(2, -2)]
return value == nil and token or tostring(value)
end))
end
local slots, named = 0, 0
for token in text:gmatch("%b{}") do
slots = slots + 1
+94 -16
View File
@@ -304,6 +304,10 @@ function SaveData.defaultOptions()
-- options.lua written before this key keeps its exact meaning. Read and
-- written through SaveData.modEnabled / SaveData.setModEnabled.
modsByVersion = {},
-- Set after the first per-game enablement migration. Older options files
-- have only `mods`, so the migration copies each installed mod's current
-- answer to every game before game-specific toggles begin changing it.
modsByVersionMigrated = false,
-- Named setups the player can switch between (#593; src/mods/ModProfile.lua
-- owns the shape, src/mods/ManagerState.lua the UI): each row is
-- { name, enabled = {id=bool}, options = {id={k=v}}, slots = {version=slotId} }.
@@ -335,11 +339,11 @@ function SaveData.defaultOptions()
-- TouchControls.normalizeConfig folds it into both orientations on load.
touchControls = { enabled = true },
-- Haptic feedback level for on-screen pad presses (#806):
-- off | light | medium | heavy, mapped to a love.system.vibrate
-- duration in src/core/TouchControls.lua. LIGHT by default, like the
-- overlay itself defaulting on, so an options.lua predating this key
-- gets the tick without going looking for the row. Inert wherever the
-- overlay never appears (desktop) or LOVE has no vibrator.
-- off | light | normal | strong, mapped to a love.system.vibrate duration
-- in src/core/TouchControls.lua. LIGHT by default, so an options.lua
-- predating this key 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
@@ -563,19 +567,68 @@ end
-- only holds the games the player actually chose for, so a mod set can differ
-- between Red and Gold without either one owning the other's flags.
-- Whether a per-game answer is honoured at boot. The loader reads the enable
-- flags once, before any entry chunk (src/mods/Loader.lua _loadState), so this
-- flips on with that read and not before: until then every writer keeps to the
-- shared flag and no surface promises what the boot does not do.
SaveData.PER_VERSION_MODS = false
-- Per-game answers are live. Every reader and writer goes through modScope,
-- so a choice made in the launcher is the choice the next boot loads.
SaveData.PER_VERSION_MODS = true
-- The version a write should be scoped to: the game asked for once per-game
-- flags are live, nil (the shared flag) while they are only a preview.
-- The version a write is scoped to: per-game controls name one game; a nil
-- caller still addresses the legacy shared fallback.
function SaveData.modScope(version)
if SaveData.PER_VERSION_MODS then return version end
return nil
end
-- Promote an installation that predates per-game flags. `mods` may contain
-- manifest rows ({ id, experimental }) or bare ids. A mod with no old entry
-- had the loader default: on, except for experimental mods. Copy that answer
-- to every game once, preserving any per-game overlay somebody imported before
-- this feature shipped. New installs need no rows here: an absent answer
-- still defaults to enabled for every game.
function SaveData.migrateModEnablement(options, mods)
if type(options) ~= "table" or options.modsByVersionMigrated then return false end
options.mods = type(options.mods) == "table" and options.mods or {}
options.modsByVersion = type(options.modsByVersion) == "table"
and options.modsByVersion or {}
local known = {}
for id in pairs(options.mods) do
if type(id) == "string" and id ~= "" then known[id] = { id = id } end
end
for version, bucket in pairs(options.modsByVersion) do
if GameVersion.VERSIONS[version] and type(bucket) == "table" then
for id in pairs(bucket) do
if type(id) == "string" and id ~= "" then known[id] = known[id] or { id = id } end
end
end
end
for _, mod in ipairs(mods or {}) do
local id = type(mod) == "table" and mod.id or mod
if type(id) == "string" and id ~= "" then
known[id] = type(mod) == "table" and mod or (known[id] or { id = id })
end
end
-- Do not create options.lua just to record an empty migration on a fresh
-- no-mod boot. Keep it pending until there is a real installed or saved
-- mod answer to preserve.
if next(known) == nil then return false end
for id, mod in pairs(known) do
local shared = options.mods[id]
if type(shared) ~= "boolean" then shared = not (mod.experimental == true) end
for _, version in ipairs(GameVersion.ORDER) do
local bucket = options.modsByVersion[version]
if type(bucket) ~= "table" then
bucket = {}
options.modsByVersion[version] = bucket
end
if type(bucket[id]) ~= "boolean" then bucket[id] = shared end
end
end
options.modsByVersionMigrated = true
return true
end
-- true/false as chosen for `version`, else the shared flag, else nil -- the
-- caller owns the default (the loader enables, the launcher keeps
-- experimental mods off until asked).
@@ -818,9 +871,19 @@ end
function SaveData.slotSummary(save)
if type(save) ~= "table" then return nil, nil end
local name = save.player and save.player.name or nil
-- A Gen 2 slot carries no badge items and fills pokedex.caught, so both
-- counts come off wJohtoBadges/wPokedexCaught (engine/menus/intro_menu.asm:461).
local vinfo = type(save.version) == "string" and GameVersion.info(save.version)
local gen2 = save.generation == 2 or (vinfo and vinfo.generation == 2) or false
local dexCount = 0
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
dexCount = dexCount + 1
if gen2 then
for _, has in pairs((save.pokedex and save.pokedex.caught) or {}) do
if has then dexCount = dexCount + 1 end
end
else
for _ in pairs((save.pokedex and save.pokedex.owned) or {}) do
dexCount = dexCount + 1
end
end
-- playTime is a plain seconds count in a Gen 1 save but a
-- { hours, minutes, seconds, frames } table in a Gen 2 (Gold) save, matching
@@ -838,8 +901,21 @@ function SaveData.slotSummary(save)
end
local timeText = ("%d:%02d"):format(math.floor(t / 3600),
math.floor(t / 60) % 60)
local badges
if gen2 then
-- Continue_DisplayBadgeCount walks TWO bytes, Johto then Kanto
-- (engine/menus/intro_menu.asm:461-469).
badges = 0
local p = save.player or {}
for _, has in pairs(p.badges or {}) do if has then badges = badges + 1 end end
for _, has in pairs(p.kantoBadges or {}) do
if has then badges = badges + 1 end
end
else
badges = Badges.count(nil, save)
end
return name, {
badges = Badges.count(nil, save),
badges = badges,
timeText = timeText,
dexCount = dexCount,
}
@@ -1811,6 +1887,8 @@ function SaveData.newGame(boot)
boot = type(boot) == "table" and boot or {}
local map = boot.startMap or "REDS_HOUSE_2F"
local x, y = boot.startX or 3, boot.startY or 6
local facing = boot.startFacing or "down"
if map == "REDS_HOUSE_2F" and boot.version ~= "yellow" then facing = "up" end
local heal = SaveData.defaultHeal(boot)
local save = {
meta = { format = Version.saveFormat, mods = {} },
@@ -1821,7 +1899,7 @@ function SaveData.newGame(boot)
map = map,
x = x,
y = y,
facing = boot.startFacing or "down",
facing = facing,
name = boot.playerName or "RED",
rival = boot.rivalName or "BLUE",
-- 16-bit trainer ID rolled at new game (wPlayerID, filled from
+9 -5
View File
@@ -105,17 +105,21 @@ end
-- would be dropped on every editor save.
-- love.system.vibrate takes a duration and nothing else, so "intensity" is a
-- duration preset: Android runs the platform vibrator for exactly that long,
-- while iOS ignores the duration and fires the fixed system vibration, so
-- there the three levels all read as simply on.
TouchControls.HAPTICS = { "off", "light", "medium", "heavy" }
-- while iOS maps each duration to a matching Taptic Engine impact.
TouchControls.HAPTICS = { "off", "light", "normal", "strong" }
TouchControls.HAPTIC_DEFAULT = "light"
local HAPTIC_SECONDS = { off = 0, light = 0.012, medium = 0.025, heavy = 0.045 }
local HAPTIC_SECONDS = {
off = 0, light = 0.012, normal = 0.025, strong = 0.045,
}
local HAPTIC_LABELS = {
off = "OFF", light = "LIGHT", medium = "MEDIUM", heavy = "HEAVY",
off = "OFF", light = "LIGHT", normal = "NORMAL", strong = "STRONG",
}
function TouchControls.normalizeHaptics(level)
if level == "physical" then return "light" end
if level == "medium" then return "normal" end
if level == "heavy" then return "strong" end
if HAPTIC_SECONDS[level] then return level end
return TouchControls.HAPTIC_DEFAULT
end
+3
View File
@@ -8,6 +8,9 @@ local Version = {
-- "-dev" placeholder; CI stamps the real X.Y.Z into
-- the packed game.love only, never the working tree.
shell = 1, -- native-shell contract this build implements
payloadHost = "love", -- native host family for in-place Lua payloads.
-- A payload must name the same family; this prevents
-- mounting code packaged for a different native host.
minShell = 1, -- lowest shell contract that can RUN this payload.
-- Bump only when a payload needs a newer native
-- binary (e.g. a LOVE version bump); an older shell
+14
View File
@@ -450,6 +450,20 @@ record("RARE_CANDY", "candy", function(ctx)
return rareCandy(ctx.mon, ctx.data)
end)
for _, itemId in ipairs({ "SUN_STONE", "MOON_STONE", "FIRE_STONE",
"THUNDERSTONE", "WATER_STONE", "LEAF_STONE" }) do
record(itemId, "stone", function(ctx)
if ctx.mon.item == "EVERSTONE" then
return { used = false, text = ItemEffects.TEXT_NO_EFFECT }
end
local Evolution = require("src.core.gen2.Evolution")
local entry = Evolution.checkMon(ctx.data, ctx.mon,
{ force = true, item = ctx.item })
if not entry then return { used = false, text = ItemEffects.TEXT_NO_EFFECT } end
return { used = true, evolution = entry }
end)
end
for itemId in pairs(ItemEffects.REVIVE) do
record(itemId, "revive", function(ctx) return revive(ctx.item, ctx.mon) end)
end
+5
View File
@@ -764,9 +764,14 @@ end
function Save.summary(save)
if type(save) ~= "table" then return nil end
local badges = 0
-- Continue_DisplayBadgeCount counts TWO bytes, wJohtoBadges then wKantoBadges
-- (engine/menus/intro_menu.asm:461-469).
for _, has in pairs(save.player and save.player.badges or {}) do
if has then badges = badges + 1 end
end
for _, has in pairs(save.player and save.player.kantoBadges or {}) do
if has then badges = badges + 1 end
end
local caught = 0
for _, has in pairs(save.pokedex and save.pokedex.caught or {}) do
if has then caught = caught + 1 end
+67 -56
View File
@@ -62,6 +62,68 @@ local FILTERS = { "OFF", "1X", "2X", "3X" }
-- The core rows. Helper modules are required lazily under pcall: they are
-- pure label/cycle tables, but the launcher must never die because a render
-- module grew a dependency on live game data.
-- TOUCH PAD, VIBRATION and the layout editor, shared by both row sets.
--
-- Gold reads these out of its own `gold` block (src/core/gen2/Save.lua:297),
-- so `opts` is whichever table the gear is editing and the rows never have to
-- know which game they belong to. #1100 / #1135: the Gold gear carried none
-- of them, so a phone player could turn the pad and the buzz off in Red and
-- had no way to reach either in Gold.
local function addTouchRows(rows, add, opts, hooks)
-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
local env = os.getenv("POKEPORT_TOUCH")
local osName = love.system and love.system.getOS and love.system.getOS()
local show = env == "1"
or (env ~= "0" and (osName == "Android" or osName == "iOS"))
if show then
add(Strings("TOUCH PAD"),
function()
local tc = opts.touchControls
local on = not (type(tc) == "table" and tc.enabled == false)
return on and Strings("ON") or Strings("OFF")
end,
function()
local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
tc.enabled = tc.enabled == false
opts.touchControls = tc
return true
end)
-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
-- the row buzzes once at the level being selected.
local okTC, TC = pcall(require, "src.core.TouchControls")
if okTC then
add(Strings("VIBRATION"),
function() return Strings(TC.hapticLabel(opts.haptics)) end,
function(dir)
opts.haptics = TC.cycleHaptics(opts.haptics, dir)
TC.buzz(opts.haptics)
return true
end)
end
end
-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
-- button on the game panel, once per game -- but the overlay layout is
-- global (options.touchControls.layouts), so three tabs offered three
-- buttons that edited the same thing while crowding the column that has to
-- hold Play. It belongs with the other control rows, behind the gear.
-- The host owns the editor screen, so the row only fires when a hook was
-- supplied (the standalone save editor opens this model with none).
if hooks and hooks.editTouchControls then
rows[#rows + 1] = {
label = Strings("TOUCH CONTROLS"),
actionLabel = Strings("Edit"),
action = function()
hooks.editTouchControls()
-- The editor replaces the whole screen: nothing left to persist here
-- beyond what the caller already saved on the way out.
return false
end,
}
end
end
local function coreRows(opts, hooks)
local rows = {}
local function add(label, value, step)
@@ -236,60 +298,7 @@ local function coreRows(opts, hooks)
end)
end
-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
do
local env = os.getenv("POKEPORT_TOUCH")
local osName = love.system and love.system.getOS and love.system.getOS()
local show = env == "1"
or (env ~= "0" and (osName == "Android" or osName == "iOS"))
if show then
add(Strings("TOUCH PAD"),
function()
local tc = opts.touchControls
local on = not (type(tc) == "table" and tc.enabled == false)
return on and Strings("ON") or Strings("OFF")
end,
function()
local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
tc.enabled = tc.enabled == false
opts.touchControls = tc
return true
end)
-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
-- the row buzzes once at the level being selected.
local okTC, TC = pcall(require, "src.core.TouchControls")
if okTC then
add(Strings("VIBRATION"),
function() return Strings(TC.hapticLabel(opts.haptics)) end,
function(dir)
opts.haptics = TC.cycleHaptics(opts.haptics, dir)
TC.buzz(opts.haptics)
return true
end)
end
end
end
-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
-- button on the game panel, once per game -- but the overlay layout is
-- global (options.touchControls.layouts), so three tabs offered three
-- buttons that edited the same thing while crowding the column that has to
-- hold Play. It belongs with the other control rows, behind the gear.
-- The host owns the editor screen, so the row only fires when a hook was
-- supplied (the standalone save editor opens this model with none).
if hooks and hooks.editTouchControls then
rows[#rows + 1] = {
label = Strings("TOUCH CONTROLS"),
actionLabel = Strings("Edit"),
action = function()
hooks.editTouchControls()
-- The editor replaces the whole screen: nothing left to persist here
-- beyond what the caller already saved on the way out.
return false
end,
}
end
addTouchRows(rows, add, opts, hooks)
-- RESET REBINDS, directly under the touch-pad row. Rebinds are additive
-- (src/core/Input.lua:applyBindings layers options.bindings over the
@@ -462,7 +471,7 @@ end
-- src/ui/gen2/OptionsMenu.lua's ROWS; when editing one, keep the two in sync.
local GEN2_KEY = "gold"
local function gen2Rows(opts)
local function gen2Rows(opts, hooks)
local rows = {}
local function add(label, value, step)
rows[#rows + 1] = { label = label, value = value, step = step }
@@ -551,6 +560,8 @@ local function gen2Rows(opts)
end)
end
addTouchRows(rows, add, opts, hooks)
return rows
end
@@ -574,7 +585,7 @@ function LauncherSettings.open(hooks, version)
opts[GEN2_KEY] = block
end
sections = {
{ title = Strings("OPTIONS"), rows = gen2Rows(block) },
{ title = Strings("OPTIONS"), rows = gen2Rows(block, hooks) },
}
else
sections = {
+353 -52
View File
@@ -14,10 +14,9 @@
-- height, and flex-shrink compressing text until it overlapped.
--
-- THE RULES THIS FILE FOLLOWS:
-- * NO SCROLLING. Every list paginates (Kit.pager). Rows per page come
-- from the real viewport height, so a tall window shows more and a phone
-- shows fewer -- but a page's row count is bounded either way, which is
-- what makes a 500-mod index cost the same as a 10-mod one.
-- * Lists paginate (Kit.pager). The installed-mod list also scrolls inside
-- its viewport, so each of its pages can hold at least ten entries without
-- requiring a tall window. Pages still bound how many mod rows we visit.
-- * Every click handler only QUEUES work (imp._uiActions); update() drains
-- the queue, so an action that tears the view down (Play, Edit save)
-- never runs inside the frame that dispatched it.
@@ -46,9 +45,17 @@ local COMMUNITY_URL = "https://bois.icu"
local ACT_DEDUP = 0.35
-- Finger travel past this (px) is a drag, not a tap.
local TAP_SLOP2 = 16 * 16
-- Installed mods should not turn into a one- or two-item pager on a compact
-- display. Keep a useful page size, then let the list viewport scroll.
local MIN_MODS_PER_PAGE = 10
local function clamp(v, lo, hi) return math.max(lo, math.min(hi, v)) end
local function inRect(rect, x, y)
return rect ~= nil and x >= rect.x and x <= rect.x + rect.w
and y >= rect.y and y <= rect.y + rect.h
end
-- ------------------------------------------------------------- lifecycle
local function ensureState(imp)
@@ -100,6 +107,7 @@ end
-- other half of that guarantee.
function LauncherView.update(imp, dt)
if not imp._flex then return end
if imp._launchFade then return end
local down = false
if love.mouse and love.mouse.isDown then
@@ -145,7 +153,10 @@ end
function LauncherView.touchpressed(imp, id, x, y)
if not imp._flex then return end
imp._touchAt = imp._touchAt or {}
imp._touchAt[tostring(id)] = { x = x, y = y }
imp._touchAt[tostring(id)] = {
x = x, y = y,
modsList = (imp._modScrollMax or 0) > 0 and inRect(imp._modListRect, x, y),
}
end
function LauncherView.touchmoved(imp, id, x, y)
@@ -156,8 +167,14 @@ function LauncherView.touchmoved(imp, id, x, y)
if ddx * ddx + ddy * ddy > TAP_SLOP2 then
start.dragged = true
end
-- Short-window mode: a vertical drag scrolls the page (draw() clamps).
if start.dragged and (imp._pageScrollMax or 0) > 0 then
-- A drag that began in the installed-mod viewport scrolls that page's
-- rows. Its pager remains available for moving to the next ten-plus
-- entries; a drag elsewhere keeps the normal short-window page scroll.
if start.dragged and start.modsList then
local last = start.lastY or start.y
imp.modScroll = clamp((imp.modScroll or 0) - (y - last), 0,
imp._modScrollMax or 0)
elseif start.dragged and (imp._pageScrollMax or 0) > 0 then
local last = start.lastY or start.y
imp._pageScroll = (imp._pageScroll or 0) - (y - last)
end
@@ -312,6 +329,236 @@ local function cartColor(version)
return CART_COLOR[version] or PAL.green
end
local CART_DRAG_SLOP = 8
local TAU = math.pi * 2
local function cartridgeState(imp, version)
imp._cartridge = imp._cartridge or {}
local state = imp._cartridge[version]
if not state then
state = { spin = 0, lastTime = Kit.time }
imp._cartridge[version] = state
end
return state
end
local function cartridgeLabel(imp, version)
imp._cartridgeLabels = imp._cartridgeLabels or {}
local label = imp._cartridgeLabels[version]
if label ~= nil then return label or nil end
local ok, image = pcall(love.graphics.newImage,
"assets/labels/" .. tostring(version) .. ".png")
if not ok then
imp._cartridgeLabels[version] = false
return nil
end
local iw, ih = image:getDimensions()
label = { image = image, width = iw, height = ih }
imp._cartridgeLabels[version] = label
return label
end
local function cartProject(cx, cy, yaw, pitch, x, y, z)
local cyaw, syaw = math.cos(yaw), math.sin(yaw)
local cpitch, spitch = math.cos(pitch), math.sin(pitch)
local rx = x * cyaw + z * syaw
local rz = -x * syaw + z * cyaw
local ry = y * cpitch - rz * spitch
rz = y * spitch + rz * cpitch
local perspective = 620 / (620 - rz)
return cx + rx * perspective, cy + ry * perspective
end
local function cartPolygon(points, color, alpha)
local flat = {}
for i = 1, #points do
flat[#flat + 1], flat[#flat + 2] = points[i][1], points[i][2]
end
Theme.col(color, alpha or 1)
love.graphics.polygon("fill", flat)
end
local function cartQuad(project, x, y, w, h, z)
return {
{ project(x, y, z) }, { project(x + w, y, z) },
{ project(x + w, y + h, z) }, { project(x, y + h, z) },
}
end
local function cartPill(project, x, y, w, h, z, color, alpha)
local points, radius = {}, h / 2
for i = 0, 10 do
local a = math.pi + math.pi * i / 10
points[#points + 1] = { project(x + radius + math.cos(a) * radius,
y + radius + math.sin(a) * radius, z) }
end
for i = 0, 10 do
local a = math.pi * i / 10
points[#points + 1] = { project(x + w - radius + math.cos(a) * radius,
y + radius + math.sin(a) * radius, z) }
end
cartPolygon(points, color, alpha)
end
local function cartLabelMesh(imp, version, label, points)
if not love.graphics.newMesh then return nil end
imp._cartridgeLabelMeshes = imp._cartridgeLabelMeshes or {}
local mesh = imp._cartridgeLabelMeshes[version]
if not mesh then
mesh = love.graphics.newMesh({
{ 0, 0, 0, 0, 255, 255, 255, 255 },
{ 0, 0, 1, 0, 255, 255, 255, 255 },
{ 0, 0, 1, 1, 255, 255, 255, 255 },
{ 0, 0, 0, 1, 255, 255, 255, 255 },
}, "fan", "dynamic")
mesh:setTexture(label.image)
imp._cartridgeLabelMeshes[version] = mesh
end
mesh:setVertices({
{ points[1][1], points[1][2], 0, 0, 255, 255, 255, 255 },
{ points[2][1], points[2][2], 1, 0, 255, 255, 255, 255 },
{ points[3][1], points[3][2], 1, 1, 255, 255, 255, 255 },
{ points[4][1], points[4][2], 0, 1, 255, 255, 255, 255 },
})
return mesh
end
local function cartridgeButton(imp, x, y, w, h, key, version, gameName, action)
local state = cartridgeState(imp, version)
local focused = Kit.focusable(key, x, y, w, h)
local hot = Kit.hover(x, y, w, h)
local active = state.active
local cx, cy = x + w / 2, y + h / 2
if Kit.mouseClicked and Kit.hit(x, y, w, h) and not Kit.blockClicks then
if Kit.mouseDown then
state.active = true
state.startX, state.startY = Kit.mouseX, Kit.mouseY
state.lastDragX, state.lastDragY = Kit.mouseX, Kit.mouseY
state.dragged = false
active = true
else
queueAction(imp, key, action)
end
end
if state.active then
active = true
if Kit.mouseDown then
local movedX, movedY = Kit.mouseX - state.startX, Kit.mouseY - state.startY
if movedX * movedX + movedY * movedY > CART_DRAG_SLOP * CART_DRAG_SLOP then
state.dragged = true
end
if state.dragged then
local dragX = Kit.mouseX - (state.lastDragX or Kit.mouseX)
local dragY = Kit.mouseY - (state.lastDragY or Kit.mouseY)
state.spin = state.spin + dragX * 0.018
state.pitchDrag = clamp((state.pitchDrag or 0) + dragY * 0.010,
-1.20, 1.20)
end
state.lastDragX, state.lastDragY = Kit.mouseX, Kit.mouseY
else
if not state.dragged then queueAction(imp, key, action) end
state.active, active = nil, false
state.dragged = nil
end
end
local dt = math.min(0.08, math.max(0, Kit.time - (state.lastTime or Kit.time)))
state.lastTime = Kit.time
if not state.active then
local upright = math.floor(state.spin / TAU + 0.5) * TAU
state.spin = state.spin + (upright - state.spin) * math.min(1, dt * 4)
state.pitchDrag = (state.pitchDrag or 0)
* (1 - math.min(1, dt * 4))
end
local pointerX = clamp((Kit.mouseX - cx) / math.max(1, w / 2), -1, 1)
local pointerY = clamp((Kit.mouseY - cy) / math.max(1, h / 2), -1, 1)
local hoverTilt = hot and pointerX * 0.12 or math.sin(Kit.time * 0.75) * 0.035
local pressX = active and pointerX * w * 0.025 or 0
local pressY = active and pointerY * h * 0.018 or 0
local yaw = -0.42 + state.spin + hoverTilt
local pitch = 0.14 + (state.pitchDrag or 0)
+ (hot and pointerY * 0.08 or math.sin(Kit.time * 0.6) * 0.018)
local pressedScale = active and 0.965 or 1
Kit._audit("control", x, y, w, h, key)
if focused then
Theme.strokeRounded(x - 3, y - 3, w + 6, h + 6, PAL.lineStrong,
Theme.A.focus, 2, Theme.cardRadius() + 2)
end
local halfW, halfH = w / 2, h / 2
local depth = math.max(8, w * 0.14)
local project = function(px, py, pz)
return cartProject(cx + pressX, cy + pressY, yaw, pitch,
px * pressedScale, py * pressedScale, pz * pressedScale)
end
local capH = h * 3 / 65
local mainTop = -halfH + capH
local capRight = halfW - w * 5 / 57
local mainFront = cartQuad(project, -halfW, mainTop, w, h - capH, depth)
local mainBack = cartQuad(project, -halfW, mainTop, w, h - capH, -depth)
local capFront = cartQuad(project, -halfW, -halfH,
capRight + halfW, capH, depth)
local capBack = cartQuad(project, -halfW, -halfH,
capRight + halfW, capH, -depth)
local shell = cartColor(version)
local side = { math.floor(shell[1] * 0.54), math.floor(shell[2] * 0.54),
math.floor(shell[3] * 0.54) }
cartPolygon(mainBack, side, 1)
cartPolygon(capBack, side, 1)
cartPolygon({ mainFront[2], mainFront[3], mainBack[3], mainBack[2] }, side, 1)
cartPolygon({ mainFront[3], mainFront[4], mainBack[4], mainBack[3] }, side, 1)
cartPolygon({ mainFront[1], mainFront[2], mainBack[2], mainBack[1] }, side, 1)
cartPolygon({ capFront[2], capFront[3], capBack[3], capBack[2] }, side, 1)
cartPolygon({ capFront[1], capFront[2], capBack[2], capBack[1] }, side, 1)
cartPolygon({ capFront[4], capFront[1], capBack[1], capBack[4] }, side, 1)
cartPolygon(mainFront, shell, 1)
cartPolygon(capFront, shell, 1)
local faceZ = depth + 0.8
for i = 0, 4 do
local ry = mainTop + 7 + i * h * 0.025
cartPolygon(cartQuad(project, -halfW + 2, ry, w * 0.13, 2, faceZ), side, 0.7)
cartPolygon(cartQuad(project, halfW - w * 0.13 - 2, ry, w * 0.13, 2, faceZ), side, 0.7)
end
local recessX, recessY = -w * 0.32, mainTop + h * 0.023
local recessW, recessH = w * 0.64, h * 0.24
cartPolygon(cartQuad(project, recessX, recessY, recessW, recessH, faceZ), shell, 0.88)
cartPill(project, recessX + w * 0.025, recessY + h * 0.025,
recessW - w * 0.05, h * 0.12, faceZ + 0.5, shell, 0.7)
cartPill(project, recessX + w * 0.045, recessY + h * 0.043,
recessW - w * 0.09, h * 0.083, faceZ + 0.8, side, 0.42)
local labelX, labelY = -w * 0.33, -h * 0.20
local labelW, labelH = w * 0.66, h * 0.55
local plate = cartQuad(project, labelX - 2, labelY - 2, labelW + 4, labelH + 4, faceZ + 0.8)
cartPolygon(plate, side, 0.95)
local labelPoints = cartQuad(project, labelX, labelY, labelW, labelH, faceZ + 1.2)
local label = cartridgeLabel(imp, version)
local mesh = label and cartLabelMesh(imp, version, label, labelPoints)
if mesh then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(mesh)
elseif label then
local artScale = math.min(labelW / label.width, labelH / label.height)
love.graphics.draw(label.image, labelPoints[1][1], labelPoints[1][2],
0, artScale, artScale)
end
cartPolygon({
{ project(-w * 0.07, h * 0.37, faceZ + 1) },
{ project(w * 0.07, h * 0.37, faceZ + 1) },
{ project(0, h * 0.43, faceZ + 1) },
}, side, 0.70)
if not state.active and (Kit._activateId == key) then
queueAction(imp, key, action)
end
end
local function modStatusColor(status)
if status == "ok" then return Strings("Ready"), PAL.green end
if status == "conflict" then return Strings("Conflict"), PAL.red end
@@ -1011,8 +1258,16 @@ local function buildGamePanel(imp, x, y, w, availH, m, version)
else tagText, tagCol = Strings("ROM REQUIRED"), PAL.yellow end
local tagW = Kit.textWidth("micro", tagText) + math.floor(18 * m.s)
local tagH = Kit.textHeight("micro") + math.floor(10 * m.s)
Kit.tag(x + Kit.textWidth("title", Kit.ellipsize("title", gameName, w * 0.6))
+ math.floor(12 * m.s), y + (titleH - tagH) / 2, tagW, tagH, tagText, tagCol)
local tagX = x + Kit.textWidth("title", Kit.ellipsize("title", gameName, w * 0.6))
+ math.floor(12 * m.s)
Kit.tag(tagX, y + (titleH - tagH) / 2, tagW, tagH, tagText, tagCol)
if ready then
local hint = Strings("(PRESS THE CART TO PLAY)")
local hintX = tagX + tagW + math.floor(10 * m.s)
local hintW = math.max(0, x + w - hintX)
Kit.text("micro", Kit.ellipsize("micro", hint, hintW), hintX,
y + (titleH - Kit.textHeight("micro")) / 2, PAL.heading)
end
local cy = y + titleH + math.floor(12 * m.s)
local remaining = availH - (titleH + math.floor(12 * m.s))
@@ -1038,25 +1293,20 @@ local function buildGamePanel(imp, x, y, w, availH, m, version)
local ly = cy
if ready then
-- Play IS the panel: it takes the space the ROM buttons used to hold, at
-- the top of the column where the eye lands, wearing this game's own
-- cartridge colour rather than a generic green.
-- Play grows into the room the column has: it is the one thing on this
-- screen the player came for, and the space freed by moving ROM and
-- control management out belongs to it rather than to a gap. Clamped at
-- both ends so a short window still gets a real button and a tall one
-- does not get a billboard.
local playH = math.floor(clamp(remaining * 0.30, 64 * m.s, 132 * m.s))
local mgW = playH
-- The cartridge takes the Play button's former place. Its portrait
-- ratio comes from a real Game Boy cart rather than stretching the old
-- horizontal control, and its body colour comes from the active game.
local playH = math.floor(clamp(remaining * 0.52, 112 * m.s, 260 * m.s))
local mgW = math.max(Kit.tapMin(), math.floor(34 * m.s))
local bgap = math.floor(8 * m.s)
btn(imp, lx, ly, lw - mgW - bgap, playH, "play-" .. version,
Strings("Play ") .. gameName, {
fill = cartColor(version), ink = PAL.inverse, font = "stat",
action = function() imp:play(version) end,
})
local cartAreaW = lw - mgW - bgap
local cartW = math.min(cartAreaW, math.floor(playH * 0.88))
local cartX = lx + math.floor((cartAreaW - cartW) / 2)
cartridgeButton(imp, cartX, ly, cartW, playH, "play-" .. version,
version, gameName, function() imp:play(version, true) end)
imp._gearIcon = imp._gearIcon
or love.graphics.newImage("assets/launcher/gear.png")
iconButton(imp, "manage-" .. version, lx + lw - mgW, ly, playH,
iconButton(imp, "manage-" .. version, lx + lw - mgW, ly, mgW,
imp._gearIcon, function() imp._gameManage = version end)
ly = ly + playH + gap
end
@@ -1139,6 +1389,28 @@ local function drawCheck(x, y, size, color)
love.graphics.pop()
end
-- One compact coloured checkbox for each game. The cartridge colour carries
-- the game identity even when the row is narrow; the letter keeps an unchecked
-- box legible without relying on colour alone.
local function modGameCheckbox(x, y, size, checked, game, id)
local color = cartColor(game)
local focused = Kit.focusable(id, x, y, size, size)
local hot = focused or Kit.hover(x, y, size, size)
if love.graphics then
if checked then
Theme.fillRounded(x, y, size, size, color, 1)
drawCheck(x, y, size, PAL.inverse)
else
Theme.fillRounded(x, y, size, size, PAL.bg, 1)
Kit.textCenterBold("micro", game:sub(1, 1):upper(), x,
y + (size - Kit.textHeight("micro")) / 2, size, color)
end
Theme.strokeRounded(x, y, size, size, color,
hot and Theme.A.focus or Theme.A.hover, 1)
end
return Kit.press(x, y, size, size) or Kit._activateId == id
end
local function buildModsPanel(imp, x, y, w, availH, m)
imp:_ensureMods()
local ModUpdate = require("src.mods.ModUpdate")
@@ -1185,6 +1457,7 @@ local function buildModsPanel(imp, x, y, w, availH, m)
cy = cy + buildModScopeRow(imp, x, cy, w, m)
if #mods == 0 then
imp.modScroll, imp._modScrollMax, imp._modListRect = 0, 0, nil
Kit.emptyBox(x, cy, w, math.floor(110 * m.s), imp:_modsEmptyHint())
return
end
@@ -1225,28 +1498,41 @@ local function buildModsPanel(imp, x, y, w, availH, m)
mods = sorted
end
-- A mod row is a fixed height: name line, version + status line, one line
-- of description, and an action row. Fixed because a page of uniform rows
-- is what lets perPage come from the viewport.
local chipH = math.max(Kit.tapMin(), math.floor(30 * m.s))
-- Text block on the left, chips right-aligned beside it: one row, not a
-- text block with a button strip stacked under it.
-- A mod row is a fixed height: its details first, then a dedicated second
-- line of per-game checkboxes. Fixed because a page of uniform rows is
-- what lets perPage come from the viewport.
local togH = math.floor(26 * m.s)
local gamesLabel = Strings("Enable for:")
local textH = Kit.textHeight("button") + math.floor(4 * m.s)
+ Kit.textHeight("small") + math.floor(2 * m.s) + Kit.textHeight("small")
local rowH = math.floor(8 * m.s) + math.max(textH, chipH)
local rowH = math.floor(8 * m.s) + textH + math.floor(8 * m.s) + togH
+ math.floor(8 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local listH = availH - (cy - y) - pagerH - gap
local perPage = Kit.rowsThatFit(listH, rowH, gap, 1, 20)
local perPage = Kit.rowsThatFit(listH, rowH, gap, MIN_MODS_PER_PAGE, 20)
local first, last, cur, pages = Kit.pageBounds(page(imp, "mods"), #mods, perPage)
setPage(imp, "mods", cur)
local listTop = cy
setPage(imp, "mods",
Kit.wheelPage(x, listTop, w, listH, cur, #mods, perPage))
local shown = math.max(0, last - first + 1)
local contentH = shown * rowH + math.max(0, shown - 1) * gap
local scrollMax = math.max(0, contentH - listH)
local scroll = clamp(imp.modScroll or 0, 0, scrollMax)
imp._modListRect = { x = x, y = listTop, w = w, h = listH }
imp._modScrollMax = scrollMax
if scrollMax > 0 and (Kit.wheelY or 0) ~= 0 and Kit.hit(x, listTop, w, listH) then
scroll = clamp(scroll - Kit.wheelY * math.floor(48 * m.s), 0, scrollMax)
Kit.wheelY = 0
elseif scrollMax == 0 then
local wheelPage = Kit.wheelPage(x, listTop, w, listH, cur, #mods, perPage)
if wheelPage ~= cur then imp.modScroll = 0 end
setPage(imp, "mods", wheelPage)
end
imp.modScroll = scroll
Kit.pushClip(x, listTop, w, listH)
for i = first, last do
local mod = mods[i]
local ry = listTop + (i - first) * (rowH + gap)
local ry = listTop + (i - first) * (rowH + gap) - scroll
local rowKey = "mod-row-" .. mod.id
-- The whole row is the control: it opens the per-mod actions popup
-- (update / versions / delete moved there). Only the enable toggle
@@ -1258,28 +1544,36 @@ local function buildModsPanel(imp, x, y, w, availH, m)
local px, inner = x + pad, w - 2 * pad
local ly = ry + math.floor(10 * m.s)
local togW = math.floor(56 * m.s)
local togH = math.floor(26 * m.s)
local togGap = math.floor(4 * m.s)
local info = mod.github and mod.github ~= "" and imp:_modUpdateInfo(mod.id)
local togKey = "mod-toggle-" .. mod.id
-- The toggle reports its own new value, but the importer owns the state:
-- queue the flip and let _toggleMod (which may raise an experimental-mod
-- confirm) decide what actually happens.
local _, flipped = Kit.toggle(px + inner - togW,
ry + (rowH - togH) / 2, togW, togH, mod.enabled, togKey)
if flipped then
queueAction(imp, togKey, function() imp:_toggleMod(mod.id) end)
-- These answer separate games, not a single shared install flag. The
-- importer receives the game id so an experimental confirmation also
-- applies only to the checkbox the player pressed.
local flipped = false
local gamesY = ry + math.floor(8 * m.s) + textH + math.floor(8 * m.s)
Kit.text("micro", gamesLabel, px,
gamesY + (togH - Kit.textHeight("micro")) / 2, PAL.muted)
local tx = px + Kit.textWidth("micro", gamesLabel) + math.floor(10 * m.s)
for _, game in ipairs(GameVersion.ORDER) do
local togKey = "mod-toggle-" .. mod.id .. "-" .. game
if modGameCheckbox(tx, gamesY, togH,
mod.enabledByVersion and mod.enabledByVersion[game] == true,
game, togKey) then
local version = game
queueAction(imp, togKey, function() imp:_toggleMod(mod.id, nil, version) end)
flipped = true
end
tx = tx + togH + togGap
end
-- The toggle sits inside the row's rect, so its press also passes the
-- row's hit test; `flipped` gates the row action to everywhere else.
-- The checkboxes sit inside the row's rect, so their press also passes the
-- row hit test; `flipped` gates the row action to everywhere else.
if not flipped
and (Kit.press(x, ry, w, rowH) or Kit._activateId == rowKey) then
local id = mod.id
queueAction(imp, rowKey, function() imp._modActions = id end)
end
local chipsW = togW + math.floor(6 * m.s)
local textW = inner - chipsW - math.floor(12 * m.s)
local textW = inner
local badgeW = Kit.textWidth("micro", mod.badge) + math.floor(12 * m.s)
-- the games the mod is for, beside its category: the same chip the
@@ -1337,9 +1631,11 @@ local function buildModsPanel(imp, x, y, w, availH, m)
px, ly, PAL.detail)
end
end
Kit.popClip()
local pagerY = listTop + (last - first + 1) * (rowH + gap)
local pagerY = listTop + listH + gap
local newPage = Kit.pager(x, pagerY, w, cur, #mods, perPage, "mods")
if newPage ~= cur then imp.modScroll = 0 end
setPage(imp, "mods", newPage)
end
@@ -1741,7 +2037,7 @@ local function buildConfirmModal(imp, m)
elseif c.kind == "importOversize" then
imp:_importSave(c.version, c.source, true)
else
imp:_toggleMod(c.id, true)
imp:_toggleMod(c.id, true, c.version)
end
end,
})
@@ -2608,6 +2904,11 @@ function LauncherView.draw(imp)
end
end
if imp._launchFade then
Theme.fill(0, 0, m.W, m.H, PAL.bg,
math.min(1, imp._launchFade.elapsed / imp._launchFade.duration))
end
Kit.endFrame()
drawPadCursor(imp)
end
+40 -11
View File
@@ -1228,8 +1228,8 @@ function RomImporter.new(onComplete, opts)
saveNotice = {},
-- MODS panel state (pass 3): mods is the cached LauncherMods.list() array
-- (refreshed lazily on first draw and after any toggle/install/delete);
-- modScroll is the list scroll offset (px, clamped in draw); modNotice is
-- the last install/delete result { ok, text } shown as a line above the list.
-- modScroll is the current paged list's inner scroll offset (px, clamped
-- in draw); modNotice is the last install/delete result { ok, text }.
mods = nil, modScroll = 0, modNotice = nil,
-- Which game the MODS panel is answering for (a GameVersion id, nil =
-- every game). Rows resolve their enable-state and their "runs here"
@@ -2048,6 +2048,15 @@ end
function RomImporter:update(dt)
self.pulse = self.pulse + dt
if self._launchFade then
self._launchFade.elapsed = self._launchFade.elapsed + dt
if self._launchFade.elapsed >= self._launchFade.duration then
local version = self._launchFade.version
self._launchFade = nil
self:play(version)
return
end
end
self:_updatePadCursor(dt)
self:_stepBaseRomScan()
-- Pump the FlexLove view (input polling + the queued click actions). The
@@ -2436,9 +2445,15 @@ function RomImporter:joystickhat(joystick, hat, direction)
end
-- Player pressed Play on a game whose ROM is imported: hand off to boot.
function RomImporter:play(version)
function RomImporter:play(version, fade)
if self.workState == "working" then return end
if not self.ready[version] then return end
if fade then
if not self._launchFade then
self._launchFade = { version = version, elapsed = 0, duration = 0.24 }
end
return
end
self._handedOff = true
-- #835: remember the game being launched so the next launcher start opens on
-- its column (_applyLastVersionTab). It rides options.lua rather than a file
@@ -2652,11 +2667,14 @@ function RomImporter:_openSettings()
-- hook rather than reaching for main.lua's handler itself. Closing the
-- settings panel FIRST persists the pending edits (_closeSettings saves)
-- and leaves no modal behind the editor to return to.
-- The tab rides along: the editor persists the layout into that game's own
-- option block, and Gold's is not the flat Gen 1 one (#1100).
local hooks = {}
if self.onEditTouchControls then
local version = self.tab
hooks.editTouchControls = function()
self:_closeSettings()
self.onEditTouchControls()
self.onEditTouchControls(version)
end
end
-- The tab the gear was opened on decides the row set: Gold reads a
@@ -2741,6 +2759,13 @@ function RomImporter:keypressed(key)
end
if self._modConfirm or self._modVersions or self._modReleaseNotes
or self._findDetails then
-- Focus navigation belongs to the visible modal as well as the launcher
-- beneath it. Route arrows and an already-armed confirm before this guard
-- returns; unarmed Enter still falls through to the modal guard. Keep this
-- inside the modal branch so text fields retain exclusive keyboard input.
if self._flex and require("src.import.LauncherView").keypressed(self, key) then
return
end
if key == "escape" then
if self._findDetails then
self._findDetails = nil
@@ -3054,15 +3079,19 @@ function RomImporter:_modUpdateInfo(id)
return self.modUpdateInfo and self.modUpdateInfo[id] or nil
end
-- Flip a mod's enabled flag (persisted via LauncherMods.setEnabled) and relist
-- so the toggle, count, and every status chip reflect the new resolution.
-- Enabling an experimental mod arms a confirm first.
function RomImporter:_toggleMod(id, confirmed)
-- Flip one game's mod flag (persisted via LauncherMods.setEnabled) and relist
-- so that game's checkbox and status chips reflect the new resolution.
-- Enabling an experimental mod arms a confirmation for that same game.
function RomImporter:_toggleMod(id, confirmed, version)
local LauncherMods = require("src.mods.LauncherMods")
local cur, experimental = false, false
for _, m in ipairs(self.mods or {}) do
if m.id == id then
cur = m.enabled
if version and m.enabledByVersion then
cur = m.enabledByVersion[version] == true
else
cur = m.enabled
end
experimental = m.experimental == true
break
end
@@ -3070,7 +3099,7 @@ function RomImporter:_toggleMod(id, confirmed)
local want = not cur
if want and experimental and not confirmed then
self._modConfirm = {
kind = "experimental", id = id,
kind = "experimental", id = id, version = version,
title = "Experimental mod",
yesLabel = "Enable",
lines = {
@@ -3082,7 +3111,7 @@ function RomImporter:_toggleMod(id, confirmed)
return
end
self._modConfirm = nil
LauncherMods.setEnabled(id, want, self.modScope)
LauncherMods.setEnabled(id, want, version or self.modScope)
self:_refreshMods()
end
+11
View File
@@ -210,6 +210,17 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
-- (ItemUsePokeFlute, engine/items/item_effects.asm); never consumed.
if itemId == "POKE_FLUTE" then
if not battle then
if ow and ow.map and ow.map.id == "PEWTER_POKECENTER"
and ow.pikachuPewterSleepScene then
local Follower = require("src.world.PikachuFollower")
local pika = Follower.current(ow)
local player = ow.player
if pika and player
and math.abs(pika.cellX - player.cellX) + math.abs(pika.cellY - player.cellY) == 1 then
return "flute_wake_pikachu", { romText(data, "_PlayedFluteHadEffectText",
"{PLAYER} played the\nPOKé FLUTE.") }
end
end
-- standing next to a not-yet-beaten Snorlax: this is the ONLY way
-- Snorlax wakes -- using the flute from the item-use menu, never
-- just talking to it with the flute in the bag (see
+1 -1
View File
@@ -736,7 +736,7 @@ COVERAGE["src.pokemon.Boxes"] = {
COVERAGE["src.world.WorldAPI"] = {
kind = "alias", target = "src.world.gen2.WorldAPI",
backed = "new __index overworld current warpTo toggleObject replaceBlock "
backed = "new __index overworld current mapOverview warpTo toggleObject replaceBlock "
.. "spawnNpc removeNpc npc queueScript invalidateMap",
warned = "setFlag getFlag",
absent = "",
+44 -11
View File
@@ -36,6 +36,7 @@ local ModTargets = require("src.mods.ModTargets")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local SaveData = require("src.core.SaveData")
local GameVersion = require("src.core.GameVersion")
local CacheFs = require("src.import.CacheFs")
local LauncherMods = {}
@@ -107,8 +108,9 @@ end
-- deriveList(manifests, options [, version]) -> the panel row list, pure.
-- manifests is an array of validated manifests (Manifest.validate output);
-- options is the options table (options.mods, options.modsByVersion and
-- options.modsGen2 are read). `version` is the game the panel is showing:
-- nil keeps the pre-per-game view, where the shared flag is the whole answer.
-- options.modsGen2 are read). `version` is the game the panel is showing;
-- each row also carries its answer for every game so the launcher can render
-- the coloured game checkboxes together.
-- Rows come back sorted by id so the panel order is stable.
function LauncherMods.deriveList(manifests, options, version)
local ordered = {}
@@ -126,8 +128,7 @@ function LauncherMods.deriveList(manifests, options, version)
-- this game's choice, then the shared flag, then the default: enabled,
-- matching the loader -- except experimental mods, which stay off until
-- the player opts in. Scoped through modScope, so this reads exactly what
-- setEnabled writes and the loader loads: while per-game flags are a
-- preview the shared flag is the whole answer on every surface.
-- setEnabled writes and the loader loads for the selected game.
local decided = SaveData.modEnabled(options, m.id, SaveData.modScope(version))
if decided == nil then decided = not m.experimental end
if decided then enabledSet[m.id] = true end
@@ -152,6 +153,14 @@ function LauncherMods.deriveList(manifests, options, version)
badge = badge,
description = m.description or "",
enabled = enabled,
enabledByVersion = (function()
local answers = {}
for _, game in ipairs(GameVersion.ORDER) do
local answer = SaveData.modEnabled(options, m.id, game)
answers[game] = answer == true or (answer == nil and not m.experimental)
end
return answers
end)(),
status = status,
statusDetail = detail,
github = m.github,
@@ -281,7 +290,14 @@ end
function LauncherMods.list(version)
local ok, result = pcall(function()
local options = SaveData.loadOptions()
return LauncherMods.deriveList(discover(), options, version)
local manifests = discover()
-- The first build containing game-specific switches turns the old shared
-- state into one explicit answer per installed mod and game. Saving here
-- means users who only visit the launcher still receive the migration.
if SaveData.migrateModEnablement(options, manifests) then
SaveData.saveOptions(options)
end
return LauncherMods.deriveList(manifests, options, version)
end)
if not ok then
-- a single bad options/mod file must not blank the launcher
@@ -364,10 +380,8 @@ function LauncherMods.translationStrings()
return merged
end
-- setEnabled(id, enabled [, version]): persist options.mods[id] in the exact
-- shape Loader:_saveState writes (a plain boolean), so the running game and
-- the in-game ManagerState pick it up unchanged. With `version` the choice
-- lands in that game's overlay instead and no other game moves.
-- setEnabled(id, enabled [, version]): with a game, persist just that game's
-- answer. The loader and the in-game manager use the same scope on next boot.
function LauncherMods.setEnabled(id, enabled, version)
local options = SaveData.loadOptions()
SaveData.setModEnabled(options, id, enabled, SaveData.modScope(version))
@@ -384,7 +398,15 @@ function LauncherMods.setAllEnabled(ids, enabled, version)
local options = SaveData.loadOptions()
local scope = SaveData.modScope(version)
for _, id in ipairs(ids or {}) do
SaveData.setModEnabled(options, id, enabled, scope)
if scope then
SaveData.setModEnabled(options, id, enabled, scope)
elseif SaveData.PER_VERSION_MODS then
for _, game in ipairs(GameVersion.ORDER) do
SaveData.setModEnabled(options, id, enabled, game)
end
else
SaveData.setModEnabled(options, id, enabled)
end
end
SaveData.saveOptions(options)
return true
@@ -843,7 +865,7 @@ end
-- uninstall(id) -> true | nil, errString
-- Removes mods/<id>/ from wherever it was installed (the portable game folder
-- or the save directory, CacheFs decides -- #330) and clears options.mods[id]
-- or the save directory, CacheFs decides -- #330) and clears every enable flag
-- so the loader and in-game manager no longer see it. Rejects missing ids.
-- Does not touch other mods' enable state.
function LauncherMods.uninstall(id)
@@ -872,8 +894,19 @@ function LauncherMods.uninstall(id)
-- Drop the enable flag so a reinstall of the same id starts from the
-- loader's default (enabled) rather than a stale false.
local options = SaveData.loadOptions()
local changed = false
if options.mods and options.mods[id] ~= nil then
options.mods[id] = nil
changed = true
end
for _, version in ipairs(GameVersion.ORDER) do
local bucket = options.modsByVersion and options.modsByVersion[version]
if type(bucket) == "table" and bucket[id] ~= nil then
bucket[id] = nil
changed = true
end
end
if changed then
SaveData.saveOptions(options)
end
return true
+20 -4
View File
@@ -270,8 +270,7 @@ function Loader:_targetVersion()
return version
end
-- The version an enable flag is read and written under: this game once
-- per-game flags are live, nil (the shared flag) while they are a preview.
-- The version an enable flag is read and written under: this running game.
-- Reads and writes go through the same answer so the two can never drift.
function Loader:_enableScope()
return SaveData.modScope(self:_targetVersion())
@@ -1306,13 +1305,30 @@ function Loader:load(data)
require("src.mods.Builtins").install(self.content, data, self.generation)
self:_loadState()
self:_discover()
-- Existing installs stored one shared answer. Once their manifests are
-- known, split that answer across every game before the next launcher/game
-- toggle can change one independently. _loadState already used the same
-- fallback, so this write cannot change the current boot's result.
do
local options = SaveData.loadOptions(self.fs)
local installed = {}
for id, mod in pairs(self.mods) do
installed[#installed + 1] = {
id = id,
experimental = mod.manifest and mod.manifest.experimental == true,
}
end
if SaveData.migrateModEnablement(options, installed) and self.fs.write then
SaveData.saveOptions(options, self.fs)
end
end
-- Experimental mods stay off until the player opts in: a missing
-- options.mods entry normally means enabled, but experimental flips that.
do
local options = SaveData.loadOptions(self.fs)
local modsOpt = options.mods or {}
local scope = self:_enableScope()
for id, mod in pairs(self.mods) do
if not self.disabled[id] and modsOpt[id] == nil
if not self.disabled[id] and SaveData.modEnabled(options, id, scope) == nil
and mod.manifest.experimental then
self.disabled[id] = true
end
+1 -2
View File
@@ -735,8 +735,7 @@ function ManagerState:toggleGen2Force(m)
}, apply)
end
-- Where the loader persisted an enable flag: this game's slot once it keeps
-- them per game, the shared flag until then (SaveData.modScope).
-- Where the loader persists an enable flag: this running game's slot.
function ManagerState:enableScope()
return SaveData.modScope((self:targetGame()))
end
+1
View File
@@ -140,6 +140,7 @@ function Evolution.learnEvolutionMoves(game, mon, onDone)
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
require("src.core.Sound").play(game.data, "Get_Item1")
game.stack:push(TextBox.new(game,
romText(game.data, "_LearnedMove1Text",
"%s learned\n%s!", name, mdef.name), nextStep))
+6 -1
View File
@@ -62,6 +62,8 @@ local function getObpImage(path, colors, group)
return obpCache[key]
end
SpriteRenderer.obpImage = getObpImage
-- hot reload drops the sheets; live instances hold their own image, so
-- the world rebuilds them (MapLoader.invalidateAll) rather than this
function SpriteRenderer.invalidate()
@@ -281,7 +283,7 @@ end
-- swapped and OAM_XFLIP on each (data/sprites/facings.asm:192-197). Optional
-- and trailing, so every existing call site is unchanged.
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip,
topHalf, forceFlip)
topHalf, forceFlip, frameOverride)
local x, y = self:getScreenOrigin(px, py, camX, camY)
local image = self.image
local redraw = false
@@ -329,6 +331,9 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip,
-- still 3-frame sprites turn to face (the nurse at her machine,
-- facePlayer on STAY NPCs) but never show walk frames.
local frame, flip = pose(self, facing, walkPhase, stepFlip)
if frameOverride and self.frames[frameOverride] then
frame, flip = frameOverride, false
end
if forceFlip then flip = true end
local quad = self.frames[frame]
local drawHeight = self.frameHeight
+1
View File
@@ -130,6 +130,7 @@ TextBox.TOKENS = {
STRBUF = function(game) return game.stringBuffer end,
RAM = function(game, arg)
if arg == "wStringBuffer" then return game.stringBuffer end
if arg == "wNameBuffer" then return game.stringBuffer end
if arg == "wBoxNumString" then return game.boxNumString end
-- SendNewMonToBox / _SentToBoxText reads the deposited nick here
if arg == "wBoxMonNicks" then return game.boxMonNicks end
+18
View File
@@ -100,6 +100,7 @@ O.tradeFlags = O.townVisited + 44 -- 2B (flag_array NUM_
-- Sits 2 bytes (wPlayerCoins) past O.coins per the walk above; absolute
-- 0x2852 (#763, #857).
O.toggleObjectFlags = O.coins + 2 -- 32B
O.hiddenItemFlags = O.townVisited - 27
-- Play time (wPlayTimeHours/Maxed/Minutes/Seconds/Frames) lives INSIDE the
-- sMainData window (wMainDataStart..wMainDataEnd is copied verbatim into
-- SRAM), 1866 bytes past wMainDataStart -- reached from the checksum-verified
@@ -770,6 +771,15 @@ function GenSave.decode(bytes, data, opts)
end
end
if data.hiddenItems then
save.hiddenTaken = {}
for i, row in ipairs(data.hiddenItems) do
if bitGet(bytes, O.hiddenItemFlags, i - 1) then
save.hiddenTaken[row[1] .. "_" .. row[2] .. "_" .. row[3]] = true
end
end
end
-- FLY destinations. wTownVisitedFlag's bit index IS the town's map index:
-- engine/items/town_map.asm BuildFlyLocationsList loads the 16-bit value
-- into de and rotates it right one bit per iteration with b counting up
@@ -953,6 +963,14 @@ function GenSave.encode(save, data, template)
end
end
if data.hiddenItems then
local taken = save.hiddenTaken or {}
for i, row in ipairs(data.hiddenItems) do
local key = row[1] .. "_" .. row[2] .. "_" .. row[3]
bitSet(buf, O.hiddenItemFlags, i - 1, taken[key] and true or false)
end
end
-- FLY destinations back into wTownVisitedFlag (see the decode note), so a
-- save exported from this port is flyable on hardware (#263). A save
-- table with no `visited` key at all says nothing about the set, so leave
+7
View File
@@ -49,6 +49,7 @@ local DATA_MODULES = {
charmap = { "src.save_convert.data.charmap", "src/save_convert/data/charmap.lua" },
eventFlags = { "src.save_convert.data.event_flags", "src/save_convert/data/event_flags.lua" },
toggleObjects = { "src.save_convert.data.toggle_objects", "src/save_convert/data/toggle_objects.lua" },
hiddenItems = { "src.save_convert.data.hidden_items", "src/save_convert/data/hidden_items.lua" },
}
local OPTIONAL_MODULES = { tilesets = true, audio = true }
@@ -64,6 +65,10 @@ local YELLOW_EVENT_FLAGS = {
"src.save_convert.data.event_flags_yellow",
"src/save_convert/data/event_flags_yellow.lua",
}
local YELLOW_HIDDEN_ITEMS = {
"src.save_convert.data.hidden_items_yellow",
"src/save_convert/data/hidden_items_yellow.lua",
}
local function loadTable(requirePath, filePath)
local ok, mod = pcall(require, requirePath)
@@ -133,6 +138,8 @@ local function ensureData(gameVersion)
if name ~= "charmap" then
if name == "eventFlags" and gameVersion == "yellow" then
spec = YELLOW_EVENT_FLAGS -- Yellow's bit numbering differs (#838)
elseif name == "hiddenItems" and gameVersion == "yellow" then
spec = YELLOW_HIDDEN_ITEMS
end
local mod = loadCacheTable(gameVersion, spec[2])
if not mod then
+30
View File
@@ -0,0 +1,30 @@
return {
{ "VIRIDIAN_FOREST", 1, 18 }, { "VIRIDIAN_FOREST", 16, 42 },
{ "MT_MOON_B2F", 18, 12 }, { "ROUTE_25", 38, 3 },
{ "ROUTE_9", 14, 7 }, { "SS_ANNE_KITCHEN", 13, 9 },
{ "SS_ANNE_B1F_ROOMS", 3, 1 }, { "ROUTE_10", 9, 17 },
{ "ROUTE_10", 16, 53 }, { "ROCKET_HIDEOUT_B1F", 21, 15 },
{ "ROCKET_HIDEOUT_B3F", 27, 17 }, { "ROCKET_HIDEOUT_B4F", 25, 1 },
{ "POKEMON_TOWER_5F", 4, 12 }, { "ROUTE_13", 1, 14 },
{ "ROUTE_13", 16, 13 }, { "POKEMON_MANSION_B1F", 1, 9 },
{ "SAFARI_ZONE_GATE", 10, 1 }, { "SAFARI_ZONE_WEST", 6, 5 },
{ "SILPH_CO_5F", 12, 3 }, { "SILPH_CO_9F", 2, 15 },
{ "COPYCATS_HOUSE_2F", 1, 1 }, { "CERULEAN_CAVE_1F", 14, 11 },
{ "CERULEAN_CAVE_B1F", 27, 3 }, { "POWER_PLANT", 17, 16 },
{ "POWER_PLANT", 12, 1 }, { "SEAFOAM_ISLANDS_B2F", 15, 15 },
{ "SEAFOAM_ISLANDS_B4F", 25, 17 }, { "POKEMON_MANSION_1F", 8, 16 },
{ "POKEMON_MANSION_3F", 1, 9 }, { "ROUTE_23", 9, 44 },
{ "ROUTE_23", 19, 70 }, { "ROUTE_23", 8, 90 },
{ "VICTORY_ROAD_2F", 5, 2 }, { "VICTORY_ROAD_2F", 26, 7 },
{ "UNUSED_MAP_6F", 14, 11 }, { "VIRIDIAN_CITY", 14, 4 },
{ "ROUTE_11", 48, 5 }, { "ROUTE_12", 2, 63 },
{ "ROUTE_17", 15, 14 }, { "ROUTE_17", 8, 45 },
{ "ROUTE_17", 17, 72 }, { "ROUTE_17", 4, 91 },
{ "ROUTE_17", 8, 121 }, { "UNDERGROUND_PATH_NORTH_SOUTH", 3, 4 },
{ "UNDERGROUND_PATH_NORTH_SOUTH", 4, 34 },
{ "UNDERGROUND_PATH_WEST_EAST", 12, 2 },
{ "UNDERGROUND_PATH_WEST_EAST", 21, 5 }, { "CELADON_CITY", 48, 15 },
{ "ROUTE_25", 10, 1 }, { "MT_MOON_B2F", 33, 9 },
{ "SEAFOAM_ISLANDS_B3F", 9, 16 }, { "VERMILION_CITY", 14, 11 },
{ "CERULEAN_CITY", 15, 8 }, { "ROUTE_4", 40, 3 },
}
@@ -0,0 +1,31 @@
return {
{ "SILPH_CO_5F", 12, 3 }, { "SILPH_CO_9F", 2, 15 },
{ "POKEMON_MANSION_3F", 1, 9 }, { "POKEMON_MANSION_B1F", 1, 9 },
{ "SAFARI_ZONE_WEST", 6, 5 }, { "CERULEAN_CAVE_2F", 16, 13 },
{ "CERULEAN_CAVE_B1F", 8, 14 }, { "UNUSED_MAP_6F", 14, 11 },
{ "SEAFOAM_ISLANDS_B2F", 15, 15 }, { "SEAFOAM_ISLANDS_B3F", 9, 16 },
{ "SEAFOAM_ISLANDS_B4F", 25, 17 }, { "VIRIDIAN_FOREST", 1, 18 },
{ "VIRIDIAN_FOREST", 16, 42 }, { "MT_MOON_B2F", 18, 12 },
{ "MT_MOON_B2F", 33, 9 }, { "SS_ANNE_B1F_ROOMS", 3, 1 },
{ "SS_ANNE_KITCHEN", 13, 9 }, { "UNDERGROUND_PATH_NORTH_SOUTH", 3, 4 },
{ "UNDERGROUND_PATH_NORTH_SOUTH", 4, 34 },
{ "UNDERGROUND_PATH_WEST_EAST", 12, 2 },
{ "UNDERGROUND_PATH_WEST_EAST", 21, 5 }, { "ROCKET_HIDEOUT_B1F", 21, 15 },
{ "ROCKET_HIDEOUT_B3F", 27, 17 }, { "ROCKET_HIDEOUT_B4F", 25, 1 },
{ "ROUTE_10", 9, 17 }, { "ROUTE_10", 16, 53 },
{ "POWER_PLANT", 17, 16 }, { "POWER_PLANT", 12, 1 },
{ "ROUTE_11", 48, 5 }, { "ROUTE_12", 2, 63 },
{ "ROUTE_13", 1, 14 }, { "ROUTE_13", 16, 13 },
{ "ROUTE_17", 15, 14 }, { "ROUTE_17", 8, 45 },
{ "ROUTE_17", 17, 72 }, { "ROUTE_17", 4, 91 },
{ "ROUTE_17", 8, 121 }, { "ROUTE_23", 9, 44 },
{ "ROUTE_23", 19, 70 }, { "ROUTE_23", 8, 90 },
{ "VICTORY_ROAD_2F", 5, 2 }, { "VICTORY_ROAD_2F", 26, 7 },
{ "ROUTE_25", 38, 3 }, { "ROUTE_25", 10, 1 },
{ "ROUTE_4", 40, 3 }, { "ROUTE_9", 14, 7 },
{ "COPYCATS_HOUSE_2F", 1, 1 }, { "VIRIDIAN_CITY", 14, 4 },
{ "CERULEAN_CITY", 15, 8 }, { "CERULEAN_CAVE_1F", 18, 7 },
{ "POKEMON_TOWER_5F", 4, 12 }, { "VERMILION_CITY", 14, 11 },
{ "CELADON_CITY", 48, 15 }, { "SAFARI_ZONE_GATE", 10, 1 },
{ "POKEMON_MANSION_1F", 8, 16 },
}
+17 -3
View File
@@ -526,6 +526,22 @@ function Commands.set_field(ctx, key, value)
ctx.save[key] = value
end
function Commands.load_player_starter_name(ctx)
local flags = ctx.save.flags or {}
local species = flags.EVENT_CHOSE_PIKACHU and "PIKACHU"
or flags.EVENT_CHOSE_CHARMANDER and "CHARMANDER"
or flags.EVENT_CHOSE_SQUIRTLE and "SQUIRTLE"
or flags.EVENT_CHOSE_BULBASAUR and "BULBASAUR"
or (ctx.save.party and ctx.save.party[1] and ctx.save.party[1].species)
local def = species and ctx.game.data.pokemon[species]
ctx.game.stringBuffer = def and def.name or species or ""
end
function Commands.spawn_pikachu_follower(ctx)
require("src.world.PikachuFollower").onMapEntered(
ctx.game, ctx.overworld, nil, false)
end
local function toggleObject(ctx, mapId, objName, visible)
local save = ctx.save
save.objectToggles = save.objectToggles or {}
@@ -1131,9 +1147,7 @@ end
-- opts.tempo is the Music_*AlternateTempo override (audio/alternate_tempo.asm
-- re-points channel 1 at a stub that only changes the song's `tempo`) (#847).
function Commands.play_music(ctx, songId, opts)
local tempo = opts and opts.tempo
require("src.core.Music").play(ctx.game.data, songId, nil,
tempo and { tempo = tempo } or nil)
require("src.core.Music").play(ctx.game.data, songId, nil, opts)
if opts and opts.keep and ctx.overworld then
ctx.overworld.keepMusicOnce = true
end
+19 -7
View File
@@ -60,6 +60,14 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
return
end
if result == "flute_wake_pikachu" then
require("src.core.Sound").play(game.data, "Pokeflute")
showMessages(game, payload, function()
game.overworld.pikachuPewterSleepScene = nil
end)
return
end
-- field POKé FLUTE next to a not-yet-beaten Snorlax: "had effect" text,
-- then the woke-up/battle sequence (data/scripts/story.lua snorlaxWake)
if result == "flute_wake" then
@@ -142,12 +150,9 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
list:close()
local ow = game.overworld
local p = ow and ow.player
if ow and p then
local fx, fy = p:facingCell()
if ow.map:inBounds(fx, fy) and ow.map:isWaterCell(fx, fy) then
ow:goFishing(id)
return
end
if ow and p and ow:facingIsShoreOrWater() then
ow:goFishing(id)
return
end
showMessages(game, { Strings("No good! It's not\neven near water.") })
return
@@ -176,19 +181,25 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
end
if #target.moves < 4 then
table.insert(target.moves, { id = moveId, pp = mdef.pp })
require("src.core.Sound").play(game.data, "Get_Item1")
showMessages(game, { Strings("%s learned\n%s!", target.nickname or
game.data.pokemon[target.species].name, mdef.name) })
if result == "learn" then consume(game, id) end
list.items = buildItems(game)
list.index = math.min(list.index, math.max(1, #list.items))
taught()
else
require("src.ui.Screens").push(game, "MoveLearnMenu", target, moveId,
function(learned)
if learned and result == "learn" then consume(game, id) end
if learned then
list.items = buildItems(game)
list.index = math.min(list.index, math.max(1, #list.items))
end
if learned then taught() end
end)
end
end
list:close()
teach()
return
end
@@ -322,6 +333,7 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
local mdef = game.data.moves[moveId]
if #target.moves < 4 then
table.insert(target.moves, { id = moveId, pp = mdef.pp })
require("src.core.Sound").play(game.data, "Get_Item1")
local name = target.nickname or def.name
showMessages(game, { Strings("%s learned\n%s!", name, mdef.name) },
nextStep)
+17
View File
@@ -119,6 +119,13 @@ local function deposit(game)
onChoose = function(item, list)
local mon = game.save.party[item.value]
if not mon then return end
local Follower = require("src.world.PikachuFollower")
if Follower.isFollowingDisabled(game.overworld)
and Follower.isStarterPikachu(game.save, mon) then
game.stack:push(TextBox.new(game, t._SleepingPikachuText2
or Strings("There isn't any\nresponse...")))
return
end
monSubmenu(game, "DEPOSIT", mon, function()
if #game.save.party <= 1 then
list.footer = Strings("You need at least\none POKéMON!")
@@ -167,6 +174,16 @@ local function release(game)
local mon = box[list.index]
if not mon then return end
local name = monName(game, mon)
if require("src.core.GameVersion").isYellow()
and mon.species == "PIKACHU"
and mon.otId == game.save.player.id
and mon.ot == game.save.player.name then
require("src.core.Sound").playCry(game.data, mon.species)
game.stack:push(TextBox.new(game,
(t._PikachuUnhappyText or Strings("%s looks\nunhappy about it!", name))
:gsub("{RAM:wNameBuffer}", name)))
return
end
game.stack:push(TextBox.new(game,
Strings("Once released,\n%s is\ngone forever. OK?", name), nil, {
defaultNo = true, noSound = true,
+7 -2
View File
@@ -17,12 +17,13 @@ local HM_MOVES = {
CUT = true, FLY = true, SURF = true, STRENGTH = true, FLASH = true,
}
function MoveLearnMenu.new(game, mon, newMoveId, onDone)
function MoveLearnMenu.new(game, mon, newMoveId, onDone, learnedSound)
local self = setmetatable({}, MoveLearnMenu)
self.game = game
self.mon = mon
self.newMoveId = newMoveId
self.onDone = onDone
self.learnedSound = learnedSound or "Get_Item1"
self.index = 1
-- forget-list UI only after TryingToLearn YES (learn_move.asm .loop)
self.selecting = false
@@ -118,6 +119,7 @@ function MoveLearnMenu:finish(learned)
self.selecting = false
game.stack:pop()
local msg
local opts
if learned then
-- pokered pages this as four texts in a row; _ForgotAndText carries
-- the "And..." tail
@@ -127,13 +129,16 @@ function MoveLearnMenu:finish(learned)
"\f%s forgot\n%s!\fAnd...", name, self.forgot)
.. "\f" .. romText(game.data, "_LearnedMove1Text",
"%s learned\n%s!", name, mdef.name)
opts = { auto = { sound = function()
return require("src.core.Sound").play(game.data, self.learnedSound)
end, wait = true } }
else
msg = romText(game.data, "_DidNotLearnText",
"%s\ndid not learn\v%s!", name, mdef.name)
end
game.stack:push(TextBox.new(game, msg, function()
if self.onDone then self.onDone(learned) end
end))
end, opts))
end
function MoveLearnMenu:draw()
+4 -1
View File
@@ -266,7 +266,10 @@ function OakSpeech.new(game, onDone)
-- RedSprite: the walking sprite the pic shrinks into (frame 0 =
-- standing, facing down)
local playerSprites = (game.data.field and game.data.field.playerSprites) or {}
local red = game.data.sprites and game.data.sprites[playerSprites.walk or "SPRITE_RED"] or game.data.sprites.SPRITE_RED
-- The fallback has to read the same guarded table: reaching for
-- game.data.sprites.SPRITE_RED after the `and` already found it nil threw.
local sprites = game.data.sprites or {}
local red = sprites[playerSprites.walk or "SPRITE_RED"] or sprites.SPRITE_RED
self.walkSheet = tryImage(red and red.image)
return self
end
+2 -2
View File
@@ -501,7 +501,7 @@ local function buildRows(game)
return true
end },
-- Haptic feedback for on-screen pad presses (#806): OFF / LIGHT /
-- MEDIUM / HEAVY, where the intensity is a vibration duration --
-- NORMAL / STRONG, where the intensity is a vibration duration --
-- love.system.vibrate takes nothing else. Hidden with TOUCH PAD below,
-- since the only thing that buzzes is a virtual button press.
{ id = "haptics", label = Strings("VIBRATION"),
@@ -515,7 +515,7 @@ local function buildRows(game)
o.haptics = TC.cycleHaptics(o.haptics, dir)
TC:applyOptions(o)
-- sample the level being selected: stepping the row is the only way
-- to compare LIGHT against HEAVY without leaving the menu
-- to compare LIGHT against STRONG without leaving the menu
TC.buzz(o.haptics)
return true
end },
+23
View File
@@ -72,6 +72,21 @@ end
local function sameItems(_, items) return items end
local function followerUnavailable(game, mon)
local ow = game.overworld
local Follower = require("src.world.PikachuFollower")
return Follower.isFollowingDisabled(ow)
and Follower.isStarterPikachu(game.save, mon)
end
local function refuseUnavailable(self)
self.swapFrom = nil
local TextBox = require("src.render.TextBox")
local t = self.game.data and self.game.data.text or {}
self.game.stack:push(TextBox.new(self.game,
t._SleepingPikachuText1 or Strings("There isn't any\nresponse...")))
end
-- where DIG escapes work: escape_rope_tilesets.asm (Agatha's room is
-- excluded by map id in ItemUseEscapeRope)
local DIG_TILESETS = { FOREST = true, CEMETERY = true, CAVERN = true,
@@ -367,6 +382,10 @@ function PartyMenu:update(dt)
self.submenu = nil
elseif input:wasPressed("a") then
local mon = party[self.index]
if followerUnavailable(self.game, mon) then
refuseUnavailable(self)
return
end
local entry = self.subItems[self.subIndex]
local action = entry.action
if not action and entry.onSelect then
@@ -577,6 +596,10 @@ function PartyMenu:update(dt)
if self.onCancel then self.onCancel() end
elseif input:wasPressed("a") and #party > 0 then
local mon = party[self.index]
if followerUnavailable(self.game, mon) then
refuseUnavailable(self)
return
end
if self.softboiledFrom then
local user = party[self.softboiledFrom]
local heal = math.floor(user.stats.hp / 5)
+21
View File
@@ -104,6 +104,27 @@ local function sell(game)
dialogue = true,
money = function() return game.save.money end,
footer = greet,
onSelectKey = function(item, l)
if not item then return end
if not l.swapIndex then
l.swapIndex = l.index
return
end
local order = Bag.order(game.save)
order[l.swapIndex], order[l.index] = order[l.index], order[l.swapIndex]
l.swapIndex = nil
require("src.core.Sound").play(game.data, "Swap")
local rebuilt = {}
for _, id in ipairs(order) do
local def = game.data.items[id]
rebuilt[#rebuilt + 1] = {
value = id,
label = def and def.name or id,
right = "x" .. game.save.inventory[id],
}
end
l.items = rebuilt
end,
onChoose = function(item)
local def = game.data.items[item.value]
-- only key items and HMs are unsellable (pokemart.asm IsKeyItem /
+2 -1
View File
@@ -34,7 +34,8 @@ function StartMenu.new(game)
-- POKéMON is always listed (draw_start_menu.asm prints it even with
-- an empty party; selecting it then just no-ops)
table.insert(items, { label = Strings("POKéMON"), onSelect = function()
table.insert(items, { label = Strings("POKéMON"),
keepOpen = #game.save.party == 0, onSelect = function()
if #game.save.party == 0 then return end
Screens.push(game, "PartyMenu", { onCancel = reopen })
end })
+15 -8
View File
@@ -200,8 +200,9 @@ function TitleState.new(game, opts)
self.versionFull = imagePath(title.versionRibbon) ~= nil
self.version = tryImage(imagePath(title.versionRibbon or title.version)
or "assets/generated/title/red_version.png")
self.player = tryImage(imagePath(title.player)
or "assets/generated/title/player.png")
self.playerPath = imagePath(title.player)
or "assets/generated/title/player.png"
self.player = tryImage(self.playerPath)
-- ..(engine/movie/title2.asm ln 85)
if self.player then
local pw, ph = self.player:getDimensions()
@@ -597,6 +598,12 @@ end
-- ..(engine/movie/title.asm ln 28)
function TitleState:draw()
local PaletteFX = require("src.render.PaletteFX")
local playerImage = self.player
if playerImage and PaletteFX.usesSpriteObp() then
playerImage = require("src.render.SpriteRenderer").obpImage(
self.playerPath, PaletteFX.ogObj())
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local scrollY = -(self.scy or 0)
@@ -660,8 +667,8 @@ function TitleState:draw()
-- layout has no cycling mon and no Red art (title_yellow.asm).
if spriteTrueColor then
local cover
if self.player then
local pw, ph = self.player:getDimensions()
if playerImage then
local pw, ph = playerImage:getDimensions()
cover = { 82, 80, pw, ph }
end
markVisibleTrueColor(x, y, w, h, cover)
@@ -670,11 +677,11 @@ function TitleState:draw()
-- Red is OAM in the original: he draws over the mon's box edge
if self.playerQuads then
for _, part in ipairs(self.playerQuads) do
love.graphics.draw(self.player, part[1], 82 + part[2], 80 + part[3])
love.graphics.draw(playerImage, part[1], 82 + part[2], 80 + part[3])
end
love.graphics.draw(self.player, self.ballQuad, 82, self.ballY)
elseif self.player then
love.graphics.draw(self.player, 82, 80)
love.graphics.draw(playerImage, self.ballQuad, 82, self.ballY)
elseif playerImage then
love.graphics.draw(playerImage, 82, 80)
end
end
self:drawCopyright(136 + (preRibbon and 0 or scrollY))
+54 -11
View File
@@ -106,6 +106,10 @@ local TEXT_ASK_FORGET_SLOT = Strings.source("Which move should\nbe forgotten?")
local TEXT_CANT_FORGET_HM = Strings.source("HM moves can't be\nforgotten now.")
local TEXT_STOP_LEARNING = Strings.source("Stop learning\n%s?")
-- BattleText_EnemyIsAboutToUseWillPlayerChangeMon (data/text/battle.asm:222-231).
local TEXT_ENEMY_ABOUT_TO_USE = Strings.source(
"%s\nis about to use\v%s.\fWill %s\nchange POKéMON?")
-- _AskForgetMoveText, all three paragraphs (data/text/common_3.asm:141-165).
local TEXT_ASK_FORGET_MOVE = Strings.source(
"%s is\ntrying to learn\v%s.\fBut %s\ncan't learn more\vthan four moves."
@@ -548,6 +552,14 @@ BattleState.PLAYER_PIC_TILES = 6
-- box's own bottom centre.
local PIC_RESIZE_TILES = { [0] = 6, [1] = 4, [2] = 2, [3] = 7, [4] = 5, [5] = 3 }
-- SUBSTATUS_UNDERGROUND / SUBSTATUS_FLYING, which BattleCommand_Charge sets on
-- FLY and DIG only (engine/battle/effect_commands.asm:5478-5485); the port
-- carries both as the volatile `vanished` flag.
function BattleState.isVanished(mon)
local volatiles = mon and mon.volatile
return (volatiles and volatiles.vanished) and true or false
end
function BattleState:drawPic(mon, back)
-- During the intro slide the player-side pic belongs to presentSlide's
-- backpic overlay, not to the baked bands (see BattleAnimView).
@@ -571,6 +583,13 @@ function BattleState:drawPic(mon, back)
-- The box is empty either because the animation running right now has
-- cleared it, or because the last one ENDED with it cleared (picHidden).
if (anim and anim.hidden) or self.picHidden[side] then return end
-- Mid FLY / DIG the box is empty: DisappearUser ClearBoxes it
-- (engine/battle/misc.asm:1-13), AppearUserRaiseSub puts it back on the
-- stored attack (engine/battle/effect_commands.asm:2113-2117).
if not (trainerBack or enemyTrainer) and BattleState.isVanished(mon)
and not (self.vanishAnim and self.vanishAnim == self.anim) then
return
end
local G = love.graphics
local w, h = image:getDimensions()
local px, py
@@ -582,10 +601,12 @@ function BattleState:drawPic(mon, back)
py = BattleState.PLAYER_PIC_TILE_Y * 8 + (box - h)
boxTiles = BattleState.PLAYER_PIC_TILES
else
-- Bottom-aligned and horizontally centred inside the 7x7 box.
-- PadFrontpic pads a short pic and never a long one
-- (engine/gfx/load_pics.asm:342-386), so an oversized mod pic pins to the
-- box's own corner at hlcoord 12, 0 rather than to a negative offset.
local box = BattleState.ENEMY_PIC_TILES * 8
px = BattleState.ENEMY_PIC_TILE_X * 8 + math.floor((box - w) / 2)
py = BattleState.ENEMY_PIC_TILE_Y * 8 + (box - h)
px = BattleState.ENEMY_PIC_TILE_X * 8 + math.max(0, math.floor((box - w) / 2))
py = BattleState.ENEMY_PIC_TILE_Y * 8 + math.max(0, box - h)
boxTiles = BattleState.ENEMY_PIC_TILES
end
-- One tile per two frames to the right, SlideBattlePicOut's own step.
@@ -903,11 +924,12 @@ function BattleState:startAnim(key, opts)
param = opts.param or 0,
sfxOrder = audio.sfxOrder,
ballPalette = opts.ballPalette,
-- BGEffect_CheckFlyDigStatus reads wPlayerSubStatus3 / wEnemySubStatus3
-- (engine/battle_anims/bg_effects.asm:2838-2851); the port keeps that bit
-- on the mon's volatile table, not on the mon itself.
flying = {
player = self.battle and self.battle.player
and self.battle.player.vanished or false,
enemy = self.battle and self.battle.enemy
and self.battle.enemy.vanished or false,
player = BattleState.isVanished(self.battle and self.battle.player),
enemy = BattleState.isVanished(self.battle and self.battle.enemy),
},
hooks = {
-- anim_sound (engine/battle_anims/anim_commands.asm:1105) calls
@@ -1365,6 +1387,13 @@ function BattleState:advanceQueue()
end
end
end
-- BattleCommand_Charge runs LoadMoveAnim BEFORE DisappearUser
-- (engine/battle/effect_commands.asm:5459-5470), so FLY / DIG still draw
-- the take-off or the burrow on the turn the substatus goes up; the box
-- only empties once THIS animation is done with.
if BattleState.isVanished(self:activeMon(event.side)) then
self.vanishAnim = self.anim
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).
@@ -1864,6 +1893,20 @@ function BattleState:update(_dt)
return
end
-- The prompt's earlier pages: PlaceYesNoBox only follows the LAST one
-- (engine/battle/core.asm:3302-3305), so the mon is named and read first.
if self.phase == "shift-intro" then
if self.messageTimer > 0 then
if input:wasPressed("a") or input:wasPressed("b") then
self.messageTimer = 0
end
return
end
self:nextPage()
if not self.messagePages then self.phase = "ask-shift" end
return
end
-- OfferSwitch's YesNoBox: YES opens PickSwitchMonInBattle, NO (and B) falls
-- straight through to the enemy's send-out (engine/battle/core.asm:3305-3310).
if self.phase == "ask-shift" then
@@ -2464,13 +2507,13 @@ end
-- (engine/battle/core.asm:3298-3304, data/text/battle.asm:222-231).
function BattleState:offerShiftSwitch(mon)
self.shiftIndex = 1
self.phase = "ask-shift"
local trainer = (self.battle.trainer and self.battle.trainer.name) or "Foe"
local player = (self.save and self.save.player and self.save.player.name)
or "GOLD"
self.message = trainer .. " is about to use " .. self:name(mon)
.. ". Will " .. player .. " change POKéMON?"
self.messageTimer = MESSAGE_FRAMES
-- The `para` splits this in two (data/text/battle.asm:222-231): the incoming
-- mon is NAMED on its own page, and only the second carries the yes/no box.
self:showPages(Strings(TEXT_ENEMY_ABOUT_TO_USE, trainer, self:name(mon), player))
self.phase = self.messagePages and "shift-intro" or "ask-shift"
end
function BattleState:answerUseNextMon(yes)
+11 -3
View File
@@ -272,9 +272,6 @@ function EvolutionAnim:commit()
evolved.level, evolved)
end
-- One LearnMove call per move the new species picks up at this level. There
-- is no forget screen in the Gold port yet, so a full moveset reports the way
-- src/battle/gen2/Battle.lua's own level-up path does instead of prompting.
function EvolutionAnim:nextLearn()
self.learnIndex = (self.learnIndex or 0) + 1
local moveId = self.pending and self.pending[self.learnIndex]
@@ -289,6 +286,17 @@ function EvolutionAnim:nextLearn()
self.learned[#self.learned + 1] = moveId
self.lines = { self.nick .. " learned", moveName .. "!" }
elseif reason == "full" then
if self.game and self.game.learnMoveOn then
self.phase = "waitingLearn"
return self.game:learnMoveOn(self.evolved, moveId, function(learned)
if learned then
self.learned[#self.learned + 1] = moveId
else
self.full[#self.full + 1] = moveId
end
self:nextLearn()
end)
end
self.full[#self.full + 1] = moveId
self.lines = { self.nick .. " wants to", "learn " .. moveName .. "!" }
else
+48 -13
View File
@@ -80,7 +80,8 @@ local function purgeBundledModules()
end
end
-- Boot.probePayload(rel) -> { engine = string, minShell = number } | nil, err
-- Boot.probePayload(rel)
-- -> { engine = string, minShell = number, payloadHost = string } | nil, err
--
-- Mount the archive at rel (a save-directory-relative path) on an isolated
-- mountpoint, read its src/core/Version.lua by executing the source with
@@ -104,24 +105,50 @@ function Boot.probePayload(rel)
if type(v) ~= "table" or type(v.engine) ~= "string" then
return nil, "payload has no usable Version table"
end
return { engine = v.engine, minShell = tonumber(v.minShell) or 1 }
return {
engine = v.engine,
minShell = tonumber(v.minShell) or 1,
payloadHost = type(v.payloadHost) == "string" and v.payloadHost or "love",
}
end
-- Boot.select(candidates, bundledEngine, bundledShell) -> chosen | nil, toDelete
-- Pure host gate shared by boot selection and the download worker. Missing
-- payloadHost fields mean "love" so payloads made before this contract remain
-- compatible with ordinary LOVE packages.
function Boot.canHost(info, bundledShell, bundledPayloadHost)
if type(info) ~= "table" then return false end
local payloadHost = type(info.payloadHost) == "string"
and info.payloadHost or "love"
local host = type(bundledPayloadHost) == "string"
and bundledPayloadHost or "love"
return payloadHost == host and (tonumber(info.minShell) or 1)
<= (tonumber(bundledShell) or 1)
end
local function samePayloadHost(info, bundledPayloadHost)
local payloadHost = type(info.payloadHost) == "string"
and info.payloadHost or "love"
local host = type(bundledPayloadHost) == "string"
and bundledPayloadHost or "love"
return payloadHost == host
end
-- Boot.select(candidates, bundledEngine, bundledShell, bundledPayloadHost)
-- -> chosen | nil, toDelete
--
-- Pure (no love.*): decide which payload to run and which to delete.
-- candidates is a list of { name = , engine = , minShell = }.
-- candidates is a list of { name = , engine = , minShell = , payloadHost = }.
-- * chosen: the highest engine that is STRICTLY newer than bundledEngine and
-- whose minShell <= bundledShell (a payload the running shell can host).
-- whose payloadHost matches and minShell <= bundledShell.
-- * toDelete: stale payloads -- engine <= bundled (old or the same as what we
-- already ship), or superseded by the chosen one (not newer than chosen).
-- A payload newer than the chosen one but unrunnable here (minShell too
-- high) is kept: a future shell upgrade may be able to run it.
function Boot.select(candidates, bundledEngine, bundledShell)
-- A newer incompatible payload is kept: a matching host or future shell
-- may be able to run it.
function Boot.select(candidates, bundledEngine, bundledShell, bundledPayloadHost)
local chosen
for _, c in ipairs(candidates) do
local newer = Semver.compare(c.engine, bundledEngine) > 0
local runnable = (c.minShell or 1) <= bundledShell
local runnable = Boot.canHost(c, bundledShell, bundledPayloadHost)
if newer and runnable then
if not chosen or Semver.compare(c.engine, chosen.engine) > 0 then
chosen = c
@@ -132,9 +159,15 @@ function Boot.select(candidates, bundledEngine, bundledShell)
local toDelete = {}
for _, c in ipairs(candidates) do
if not (chosen and c.name == chosen.name) then
local stale = Semver.compare(c.engine, bundledEngine) <= 0
if chosen and Semver.compare(c.engine, chosen.engine) <= 0 then
stale = true
local stale = false
-- Never clean up another host family's payloads. A shared save directory
-- may be opened by multiple native packages, and only the matching host
-- can decide whether one of its own archives is stale.
if samePayloadHost(c, bundledPayloadHost) then
stale = Semver.compare(c.engine, bundledEngine) <= 0
if chosen and Semver.compare(c.engine, chosen.engine) <= 0 then
stale = true
end
end
if stale then toDelete[#toDelete + 1] = c.name end
end
@@ -223,6 +256,7 @@ local function runInner(args)
name = entry,
engine = info.engine,
minShell = info.minShell,
payloadHost = info.payloadHost,
}
end
end
@@ -230,7 +264,8 @@ local function runInner(args)
end
local Version = require("src.core.Version")
local chosen, toDelete = Boot.select(candidates, Version.engine, Version.shell)
local chosen, toDelete = Boot.select(candidates, Version.engine,
Version.shell, Version.payloadHost)
for _, victim in ipairs(toDelete) do
love.filesystem.remove(PAYLOAD_DIR .. "/" .. victim)
+3 -2
View File
@@ -153,8 +153,9 @@ local function gatePasses(rel)
local info = Boot.probePayload(rel)
if not info then return true end
local shell = (Version and Version.shell) or 1
if info.minShell and info.minShell > shell then return false end
return true
local payloadHost = (Version and Version.payloadHost) or "love"
if Boot.canHost then return Boot.canHost(info, shell, payloadHost) end
return not (info.minShell and info.minShell > shell)
end
-- ---------------------------------------------------------------------------
+84
View File
@@ -0,0 +1,84 @@
-- Generation-neutral minimap rasterization. WorldAPI arms own semantic
-- markers because object/event visibility differs; terrain and tile shading
-- share one output contract.
local Assets = require("src.render.Assets")
local MapOverview = {}
local overviewShades = {}
Assets.register(function() overviewShades = {} end)
local function shadeDigit(sum, pixelCount)
return tostring(math.max(0, math.min(3,
math.floor((1 - sum / pixelCount) * 3 + 0.5))))
end
local function tileRows(map)
local tileset = map.tileset
if not (tileset and tileset.image and tileset.tilesPerRow) then return nil end
local cached = overviewShades[tileset.image]
if not cached then
local ok, pixels = pcall(Assets.imageData, tileset.image)
if not ok then return nil end
cached = { pixels = pixels, shades = {} }
overviewShades[tileset.image] = cached
end
local rows, detailRows, perRow = {}, {}, tileset.tilesPerRow
for ty = 0, map.heightCells * 2 - 1 do
local row, detailTop, detailBottom = {}, {}, {}
for tx = 0, map.widthCells * 2 - 1 do
local tile = map:tileAt(tx, ty)
local shades = cached.shades[tile]
if shades == nil then
local sums = { 0, 0, 0, 0 }
local ox, oy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
for py = 0, 7 do
for px = 0, 7 do
local r, g, b = cached.pixels:getPixel(ox + px, oy + py)
local quadrant = math.floor(py / 4) * 2 + math.floor(px / 4) + 1
sums[quadrant] = sums[quadrant]
+ r * 0.2126 + g * 0.7152 + b * 0.0722
end
end
shades = {
shadeDigit(sums[1] + sums[2] + sums[3] + sums[4], 64),
shadeDigit(sums[1], 16), shadeDigit(sums[2], 16),
shadeDigit(sums[3], 16), shadeDigit(sums[4], 16),
}
cached.shades[tile] = shades
end
row[#row + 1] = shades[1]
detailTop[#detailTop + 1] = shades[2] .. shades[3]
detailBottom[#detailBottom + 1] = shades[4] .. shades[5]
end
rows[#rows + 1] = table.concat(row)
detailRows[#detailRows + 1] = table.concat(detailTop)
detailRows[#detailRows + 1] = table.concat(detailBottom)
end
return rows, detailRows
end
function MapOverview.build(map, markers)
local rows = {}
for y = 0, map.heightCells - 1 do
local row = {}
for x = 0, map.widthCells - 1 do
row[#row + 1] = map:isWarpTileCell(x, y) and "+"
or map:isWaterCell(x, y) and "~"
or map:isWalkableCell(x, y) and "." or " "
end
rows[#rows + 1] = table.concat(row)
end
local tiles, detail = tileRows(map)
return { mapId = map.id, width = map.widthCells,
height = map.heightCells, rows = rows, markers = markers,
tileRows = tiles,
tileWidth = tiles and map.widthCells * 2,
tileHeight = tiles and map.heightCells * 2,
tileDetailRows = detail,
tileDetailWidth = detail and map.widthCells * 4,
tileDetailHeight = detail and map.heightCells * 4 }
end
return MapOverview
+2 -1
View File
@@ -128,7 +128,8 @@ end
function NPC:draw(camX, camY)
local sprite, px, py, facing, phase, flip = self:pose()
sprite:draw(px, py, camX, camY, facing, phase, flip)
sprite:draw(px, py, camX, camY, facing, phase, flip, nil, nil,
self.frameOverride)
end
return NPC
+40 -7
View File
@@ -1087,6 +1087,7 @@ function OverworldState:update(dt)
-- the player lands on desk Oak.
local scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote or self.teleportOut
or self.flyAnim or self.flyArrive
if not scripted and not self.transitioning then
self:checkTrainerSight()
-- CheckFightingMapTrainers (home/trainers.asm) zeroes hJoyHeld and
@@ -1095,6 +1096,7 @@ function OverworldState:update(dt)
-- the player can never start another step after being spotted.
scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote or self.teleportOut
or self.flyAnim or self.flyArrive
end
if not scripted and not self.transitioning then
self:handleInput()
@@ -1397,14 +1399,16 @@ function OverworldState:checkLedgeHop(dir)
return false
end
require("src.core.Sound").play(Game.data, "Ledge")
p.hopFrames, p.hopTotal = 32, 32 -- jump arc (cosmetic)
local hop = (p.stepFramesCur or p.stepFrames or 16) * 2
p.hopFrames, p.hopTotal = hop, hop -- jump arc (cosmetic)
self:scriptMove(p, dir, 1, function() self:checkEdgeExit(dir) end)
return true
end
if not Collision.occupied(self.entities, lx, ly, p)
and self.map:isWalkableCell(lx, ly) then
require("src.core.Sound").play(Game.data, "Ledge")
p.hopFrames, p.hopTotal = 32, 32 -- jump arc (cosmetic)
local hop = (p.stepFramesCur or p.stepFrames or 16) * 2
p.hopFrames, p.hopTotal = hop, hop -- jump arc (cosmetic)
self:scriptMove(p, dir, 2)
return true
end
@@ -1662,6 +1666,10 @@ end
-- Goldeen/Poliwag L10; Super Rod uses the map's extracted fishing group
-- (no group means "Not even a nibble!").
function OverworldState:goFishing(rod)
if GameVersion.isYellow() then
Game.save.pikachuEmotionModifier = 2
Game.save.pikachuMood = 0x81
end
local pool, always = fishingPool(Game.data, rod, self.map.id)
local enc
if Runtime.wantsHook("encounter.fishing") then
@@ -2903,6 +2911,11 @@ end
-- POKéMON" and "fighting fit".
function OverworldState:nurseHeal(onDone, npc)
local t = Game.data.text
if self.map.id == "PEWTER_POKECENTER" and self.pikachuPewterSleepScene then
Game.stack:push(TextBox.new(Game,
t._LooksContentText or Strings("PIKACHU looks\ncontent."), onDone))
return
end
local bye = t._PokemonCenterFarewellText or romText(Game.data, "_PokemonCenterFarewellText", "We hope to see\nyou again!")
local hello = t._PokemonCenterWelcomeText
or Strings("Welcome to our\nPOKéMON CENTER!")
@@ -2976,9 +2989,13 @@ function OverworldState:finishNurseHeal(bye, onDone, npc)
end))
end
if not npc then farewell() return end
npc.facing = "up"
npc.frameOverride = 3
-- bubble = false is the silent world hold, this port's DelayFrames
self.emote = { npc = npc, frames = 20, bubble = false, onDone = farewell }
self.emote = { npc = npc, frames = 20, bubble = false, onDone = function()
npc.frameOverride = nil
npc:facePlayer(self.player)
farewell()
end }
end))
end
@@ -2990,6 +3007,11 @@ end
-- for the original serial handshake; declining prints "Please come again!"
function OverworldState:cableClubReceptionist(onDone)
local t = Game.data.text
if self.map.id == "PEWTER_POKECENTER" and self.pikachuPewterSleepScene then
Game.stack:push(TextBox.new(Game,
t._LooksContentText or Strings("PIKACHU looks\ncontent."), onDone))
return
end
local welcome = t._CableClubNPCWelcomeText or romText(Game.data, "_CableClubNPCWelcomeText", "Welcome to the\nCable Club!")
if not Game.save.flags.EVENT_GOT_POKEDEX then
-- CableClubNPC .didNotConnect path before the pokedex
@@ -3515,10 +3537,21 @@ end
function OverworldState:onStepComplete()
local p = self.player
local suppressWildEncounter = self.wildEncounterGraceSteps > 0
if suppressWildEncounter then
self.wildEncounterGraceSteps = self.wildEncounterGraceSteps - 1
-- Defaulted: a state built without the constructor (a mod harness, a test
-- fixture) reaches this before :234 ever ran, and nil > 0 threw the step.
local grace = self.wildEncounterGraceSteps or 0
if grace > 0 then
self.wildEncounterGraceSteps = grace - 1
end
-- TryDoWildEncounter's first guard is `ld a, [wNPCMovementScriptPointerTable
-- Num] / and a / ret nz` (engine/battle/wild_encounters.asm:3-9): a step the
-- player did not take never rolls, which is why Oak's escort walks to the lab
-- through Pallet's grass without being jumped.
local runner = self.runner
local scripted = (runner and runner.isRunning and runner:isRunning())
or #(self.scriptMoves or {}) > 0
or self.engaging or self.emote or self.teleportOut
local suppressWildEncounter = grace > 0 or scripted and true or false
self.todSteps = (self.todSteps or 0) + 1
-- UpdatePikachuHappinessAndMood rides the step counter (poison.asm)
require("src.world.PikachuFollower").onStep(Game.save)
+43 -1
View File
@@ -65,6 +65,17 @@ function PikachuFollower.starterInParty(save, needHealthy)
return nil
end
function PikachuFollower.isStarterPikachu(save, mon)
if not (mon and mon.species == "PIKACHU") then return false end
local player = save.player or {}
return mon.otId == player.id and mon.ot == player.name
end
function PikachuFollower.isFollowingDisabled(ow)
return ow and (ow.pikachuBillsScene or ow.pikachuFanClubScene
or ow.pikachuPewterSleepScene) and true or false
end
-- ModifyPikachuHappiness. mon is the party mon the event applied to for
-- the per-mon reasons (IsThisPartyMonStarterPikachu); GYMLEADER and
-- WALKING instead require any healthy starter in the party
@@ -199,6 +210,7 @@ function PikachuFollower.onMapEntered(game, ow, opts, viaMapLoad)
-- Bill's House owns a short scripted scene that deliberately keeps
-- Pikachu off the normal trailing loop. A new map instance ends it.
ow.pikachuBillsScene = nil
ow.pikachuFanClubScene = nil
remove(ow)
if not shouldSpawn(game, ow) then return end
-- opts.keepPikachu is the follower a connection crossing kept alive:
@@ -410,7 +422,8 @@ end
-- (pikachu_follow.asm keeps it one walk step behind)
function PikachuFollower.update(game, ow)
if ow.pikaHop then return end -- the counter hop owns the follower (#417)
if ow.pikachuBillsScene then return end
if ow.pikachuBillsScene or ow.pikachuFanClubScene
or ow.pikachuPewterSleepScene then return end
local npc = findFollower(ow)
if not npc then
if shouldSpawn(game, ow) then PikachuFollower.onMapEntered(game, ow) end
@@ -713,6 +726,13 @@ function PikachuFollower.talk(game, ow, npc, done)
ow.player.facing = OPPOSITE[npc.facing] or ow.player.facing
local save = game.save
local emotion = selectEmotion(game, ow, save)
if ow.pikachuPewterSleepScene then
local finish = done
done = function()
ow.pikachuPewterSleepScene = nil
if finish then finish() end
end
end
local e = EMOTIONS[emotion] or EMOTIONS[1]
if e.turnAway then
npc.facing = ow.player.facing -- pikaemotion_9: back to the player
@@ -798,6 +818,28 @@ local function movePikachu(ow, npc, steps, onDone)
nextStep(1)
end
function PikachuFollower.onFanClubEntered(game, ow)
if not (GameVersion.isYellow() and ow.map
and ow.map.id == "POKEMON_FAN_CLUB") then return end
local starter = PikachuFollower.starterInParty(game.save)
local npc = findFollower(ow)
if not npc or (starter and starter.status) then return end
ow.pikachuFanClubScene = true
ow.pikachuMapScriptActive = true
ow.player.facing = "down"
for _, other in ipairs(ow.npcs or {}) do
if other.def and other.def.name == "POKEMONFANCLUB_SEEL" then
other.movementStatus = 2
other.facing = "down"
break
end
end
billsHouseEmotion(game, ow, npc, "EXCLAMATION_BUBBLE")
movePikachu(ow, npc, { { "up", 1 }, { "right", 3 }, { "up", 1 } }, function()
npc.facing = "up"
end)
end
function PikachuFollower.onBillsHouseEnter(game, ow)
if not (GameVersion.isYellow() and ow.map and ow.map.id == "BILLS_HOUSE") then
return
+3 -73
View File
@@ -6,8 +6,8 @@
-- stays unsupported; anything a mod legitimately needs belongs here.
local Logger = require("src.core.Logger")
local Assets = require("src.render.Assets")
local MapLoader = require("src.world.MapLoader")
local MapOverview = require("src.world.MapOverview")
local Party = require("src.pokemon.Party")
local Runtime = require("src.mods.Runtime")
@@ -15,59 +15,6 @@ local WorldAPI = {}
WorldAPI.__index = WorldAPI
local NO_OVERWORLD = "no overworld"
local overviewShades = {}
Assets.register(function() overviewShades = {} end)
local function shadeDigit(sum, pixelCount)
return tostring(math.max(0, math.min(3,
math.floor((1 - sum / pixelCount) * 3 + 0.5))))
end
local function mapTileRows(map)
local tileset = map.tileset
if not (tileset and tileset.image and tileset.tilesPerRow) then return nil end
local cached = overviewShades[tileset.image]
if not cached then
local ok, pixels = pcall(Assets.imageData, tileset.image)
if not ok then return nil end
cached = { pixels = pixels, shades = {} }
overviewShades[tileset.image] = cached
end
local rows, detailRows, perRow = {}, {}, tileset.tilesPerRow
for ty = 0, map.heightCells * 2 - 1 do
local row, detailTop, detailBottom = {}, {}, {}
for tx = 0, map.widthCells * 2 - 1 do
local tile = map:tileAt(tx, ty)
local shades = cached.shades[tile]
if shades == nil then
local sums = { 0, 0, 0, 0 }
local ox, oy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
for py = 0, 7 do
for px = 0, 7 do
local r, g, b = cached.pixels:getPixel(ox + px, oy + py)
local quadrant = math.floor(py / 4) * 2 + math.floor(px / 4) + 1
sums[quadrant] = sums[quadrant]
+ r * 0.2126 + g * 0.7152 + b * 0.0722
end
end
shades = {
shadeDigit(sums[1] + sums[2] + sums[3] + sums[4], 64),
shadeDigit(sums[1], 16), shadeDigit(sums[2], 16),
shadeDigit(sums[3], 16), shadeDigit(sums[4], 16),
}
cached.shades[tile] = shades
end
row[#row + 1] = shades[1]
detailTop[#detailTop + 1] = shades[2] .. shades[3]
detailBottom[#detailBottom + 1] = shades[4] .. shades[5]
end
rows[#rows + 1] = table.concat(row)
detailRows[#detailRows + 1] = table.concat(detailTop)
detailRows[#detailRows + 1] = table.concat(detailBottom)
end
return rows, detailRows
end
local function acceptsMenuInput(game, ow)
local stack = game and game.stack
@@ -147,16 +94,7 @@ end
function WorldAPI:mapOverview()
local ow = self:overworld()
if not ow or not ow.map then return nil, NO_OVERWORLD end
local map, rows, markers = ow.map, {}, {}
for y = 0, map.heightCells - 1 do
local row = {}
for x = 0, map.widthCells - 1 do
row[#row + 1] = map:isWarpTileCell(x, y) and "+"
or map:isWaterCell(x, y) and "~"
or map:isWalkableCell(x, y) and "." or " "
end
rows[#rows + 1] = table.concat(row)
end
local map, markers = ow.map, {}
local def = map.def or {}
for _, warp in ipairs(def.warps or {}) do
markers[#markers + 1] = { kind = "warp", x = warp.x, y = warp.y }
@@ -175,15 +113,7 @@ function WorldAPI:mapOverview()
markers[#markers + 1] = { kind = "hidden", x = item.x, y = item.y }
end
end
local tileRows, tileDetailRows = mapTileRows(map)
return { mapId = map.id, width = map.widthCells,
height = map.heightCells, rows = rows, markers = markers,
tileRows = tileRows,
tileWidth = tileRows and map.widthCells * 2,
tileHeight = tileRows and map.heightCells * 2,
tileDetailRows = tileDetailRows,
tileDetailWidth = tileDetailRows and map.widthCells * 4,
tileDetailHeight = tileDetailRows and map.heightCells * 4 }
return MapOverview.build(map, markers)
end
-- opts.arrive = "fly" | "teleport" picks the arrival FX; anything else
+2 -1
View File
@@ -3946,7 +3946,8 @@ function World:rollEncounter(kind, terrain, tables, vanilla)
local ctx = {
mapId = map and map.id,
terrain = terrain,
rng = love.math.random,
-- Same guard World:rockRandom uses: a headless suite has no love global.
rng = (love and love.math and love.math.random) or math.random,
kind = kind,
daytime = self.daytime,
environment = map and map.def and map.def.environment,
+27
View File
@@ -25,6 +25,8 @@
local Logger = require("src.core.Logger")
local Movement = require("src.script.gen2.Movement")
local Runtime = require("src.mods.Runtime")
local HiddenItems = require("src.world.gen2.HiddenItems")
local MapOverview = require("src.world.MapOverview")
local WorldAPI = {}
WorldAPI.__index = WorldAPI
@@ -50,6 +52,31 @@ function WorldAPI:current()
facing = p and p.facing }
end
-- The same read-only minimap contract as Gen 1, with Gold's object/event
-- visibility rules supplying the semantic markers.
function WorldAPI:mapOverview()
local world = self:overworld()
if not world or not world.map then return nil, NO_OVERWORLD end
local map, def, markers = world.map, world.map.def or {}, {}
for _, warp in ipairs(def.warps or {}) do
markers[#markers + 1] = { kind = "warp", x = warp.x, y = warp.y }
end
local visible = {}
for _, npc in ipairs(world.npcs or {}) do
if npc.def then visible[npc.def] = true end
end
for _, obj in ipairs(def.objects or {}) do
local item = obj.itemball and obj.itemball.item
if item and item ~= "0" and item ~= 0 and visible[obj] then
markers[#markers + 1] = { kind = "item", x = obj.x, y = obj.y }
end
end
for _, item in ipairs(HiddenItems.unfound(def, world.events)) do
markers[#markers + 1] = { kind = "hidden", x = item.x, y = item.y }
end
return MapOverview.build(map, markers)
end
-- opts is accepted for signature parity with the Gen 1 arm; Gold's arrival FX
-- come from the map setup method, so opts.arrive has nothing to select yet.
function WorldAPI:warpTo(mapId, x, y, facing, opts)
+80
View File
@@ -0,0 +1,80 @@
-- #1091: does GAME SPEED change the wild encounter rate per STEP?
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1091_test.lua love .
local Encounter = require("src.battle.gen2.Encounter")
local Player = require("src.world.gen2.Player")
local Mon = require("src.battle.gen2.Mon")
return function(game)
local rolls, hits, steps = 0, 0, 0
local realTriggers = Encounter.triggers
Encounter.triggers = function(rate, random)
rolls = rolls + 1
if realTriggers(rate, random) then hits = hits + 1 end
return false
end
local World = require("src.world.gen2.World")
local ticks = 0
local realWorldStep = World.step
World.step = function(self)
ticks = ticks + 1
return realWorldStep(self)
end
local realUpdate = Player.update
Player.update = function(self)
local landed = realUpdate(self)
if landed then steps = steps + 1 end
return landed
end
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function clearDirs()
for _, d in ipairs({ "up", "down", "left", "right" }) do
game.input.state[d] = false
end
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
local function measure(speed, yields)
world:setMap("ROUTE_29", 44, 12, "right")
wait(20)
world.wildCooldown = 0
game.speedOverride = speed
rolls, hits, steps, ticks = 0, 0, 0, 0
local dir = "right"
for i = 1, yields do
if i % 8 == 0 then dir = (dir == "right") and "left" or "right" end
clearDirs()
game.input.state[dir] = true
table.insert(game.input.pressQueue, dir)
coroutine.yield()
end
clearDirs()
game.speedOverride = 1
wait(5)
return rolls, hits, steps, ticks
end
local r1, h1, s1, t1 = measure(1, 900)
local r2, h2, s2, t2 = measure(200, 60)
print(("[driver] 1X frames=%d cells=%d rolls=%d hits=%d rolls/cell=%.3f")
:format(t1, s1, r1, h1, s1 > 0 and r1 / s1 or 0))
print(("[driver] 200X frames=%d cells=%d rolls=%d hits=%d rolls/cell=%.3f")
:format(t2, s2, r2, h2, s2 > 0 and r2 / s2 or 0))
Encounter.triggers = realTriggers
Player.update = realUpdate
World.step = realWorldStep
local rate1 = s1 > 0 and r1 / s1 or 0
local rate2 = s2 > 0 and r2 / s2 or 0
assert(s1 > 20 and s2 > 20, "not enough walked cells to judge")
assert(math.abs(rate1 - rate2) < 0.05,
("rolls per cell changed with GAME SPEED: %.3f vs %.3f"):format(rate1, rate2))
print("[driver] PASS encounter rolls are one per walked cell at every speed")
end
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-- #1097 (and the absorbed #1116): walking out of Dark Cave and pressing UP
-- puts the player inside the mountain on Route 31.
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1097_test.lua love .
local Mon = require("src.battle.gen2.Mon")
return function(game)
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function clearDirs()
for _, d in ipairs({ "up", "down", "left", "right" }) do
game.input.state[d] = false
end
end
local function hold(dir, frames, trace)
local last
for _ = 1, frames do
clearDirs()
game.input.state[dir] = true
table.insert(game.input.pressQueue, dir)
coroutine.yield()
local w = game.world
local at = ("%s (%d,%d)"):format(w.map.id, w.player.cellX, w.player.cellY)
if trace and at ~= last then print(" " .. at); last = at end
end
clearDirs()
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
-- Route31CheckMomCallCallback (maps/Route31.asm:14) fires on every NEWMAP
-- arrival until the errand is over; set its event so the walk is not spent
-- behind a phone call. tests/drivers/gold/flag_names.lua:1132.
if world.events then world.events:set(64, true) end
-- maps/DarkCaveVioletEntrance.asm warp 1 is (3,15) -> ROUTE_31 warp 3.
world:setMap("DARK_CAVE_VIOLET_ENTRANCE", 3, 14, "down")
wait(20)
hold("down", 40)
-- the ROUTE_31 arrival runs Route31CheckMomCallCallback (maps/Route31.asm:14)
for _ = 1, 900 do
if not world:busy() then break end
coroutine.yield()
end
wait(20)
print(("[driver] out of the cave at %s (%d,%d)")
:format(world.map.id, world.player.cellX, world.player.cellY))
assert(world.map.id == "ROUTE_31", "did not reach ROUTE_31")
print("[driver] holding UP:")
hold("up", 120, true)
wait(30)
local m, x, y = world.map.id, world.player.cellX, world.player.cellY
print(("[driver] ended at %s (%d,%d)"):format(m, x, y))
-- Anything above y=5 on Route 31 in that column is the inside of the
-- mountain; the honest outcomes are re-entering the cave or bumping.
local inside = (m == "ROUTE_31" and y < 5)
assert(not inside, ("walked into the mountain at (%d,%d)"):format(x, y))
-- The other two Dark Cave mouths, same shape: maps/Route46.asm warp 3 is
-- (14,5) and maps/Route45.asm warp 1 is (2,5), both COLL_CAVE tiles with
-- ordinary FLOOR above them in the collision data.
for _, c in ipairs({ { "ROUTE_46", 14, 5 }, { "ROUTE_45", 2, 5 } }) do
local mapId, wx, wy = c[1], c[2], c[3]
world:setMap(mapId, wx, wy, "up")
wait(20)
hold("up", 90)
wait(20)
if world.map.id == mapId then
assert(world.player.cellY >= wy,
("%s: walked above the cave mouth to (%d,%d)")
:format(mapId, world.player.cellX, world.player.cellY))
end
print(("[driver] %s mouth ended at %s (%d,%d)"):format(
mapId, world.map.id, world.player.cellX, world.player.cellY))
end
print("[driver] PASS the cave mouth cannot be walked through")
end
+78
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-- #1104: the Ruins of Alph ladders warp somewhere else.
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1104_test.lua love .
local Mon = require("src.battle.gen2.Mon")
-- maps/RuinsOfAlphInnerChamber.asm:76, maps/RuinsOfAlphOutside.asm:126,
-- maps/RuinsOfAlphKabutoChamber.asm and its three siblings.
local CASES = {
{ "RUINS_OF_ALPH_INNER_CHAMBER", 10, 13, "RUINS_OF_ALPH_OUTSIDE", 10, 13 },
{ "RUINS_OF_ALPH_OUTSIDE", 10, 13, "RUINS_OF_ALPH_INNER_CHAMBER", 10, 13 },
{ "RUINS_OF_ALPH_OUTSIDE", 2, 17, "RUINS_OF_ALPH_HO_OH_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 14, 7, "RUINS_OF_ALPH_KABUTO_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 2, 29, "RUINS_OF_ALPH_OMANYTE_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 16, 33, "RUINS_OF_ALPH_AERODACTYL_CHAMBER", 3, 9 },
{ "RUINS_OF_ALPH_OUTSIDE", 17, 11, "RUINS_OF_ALPH_RESEARCH_CENTER", 2, 7 },
{ "RUINS_OF_ALPH_KABUTO_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 14, 7, "down" },
{ "RUINS_OF_ALPH_HO_OH_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 2, 17, "down" },
{ "RUINS_OF_ALPH_OMANYTE_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 2, 29, "down" },
{ "RUINS_OF_ALPH_AERODACTYL_CHAMBER", 3, 9, "RUINS_OF_ALPH_OUTSIDE", 16, 33, "down" },
{ "RUINS_OF_ALPH_RESEARCH_CENTER", 2, 7, "RUINS_OF_ALPH_OUTSIDE", 17, 11, "down" },
}
return function(game)
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function clearDirs()
for _, d in ipairs({ "up", "down", "left", "right" }) do
game.input.state[d] = false
end
end
-- Hold until the map changes, then let the load settle and STOP: holding
-- past the arrival would walk the player off the landing tile.
local function walkUntilWarp(dir, frames, fromMap)
for _ = 1, frames do
clearDirs()
game.input.state[dir] = true
table.insert(game.input.pressQueue, dir)
coroutine.yield()
if game.world.map and game.world.map.id ~= fromMap then
clearDirs()
-- The ARRIVAL cell is the one the warp table names. Standing on a
-- door/cave/staircase tile then forces one step DOWN off it
-- (engine/overworld/player_movement.asm:201-213), so the settled cell
-- is legitimately one row lower on an outdoor mouth.
local ax, ay = game.world.player.cellX, game.world.player.cellY
for _ = 1, 45 do coroutine.yield() end
return game.world.map.id, ax, ay,
game.world.player.cellX, game.world.player.cellY
end
end
clearDirs()
return game.world.map and game.world.map.id, nil, nil
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
local bad = 0
for _, c in ipairs(CASES) do
local src, wx, wy, wantMap, wantX, wantY = c[1], c[2], c[3], c[4], c[5], c[6]
-- default approach is from below, the way the report describes facing the
-- ladder from below; a chamber's exit sits on the bottom row instead
local dir = c[7] or "up"
local sy = (dir == "up") and wy + 1 or wy - 1
world:setMap(src, wx, sy, dir)
wait(12)
local from = ("%s (%d,%d)"):format(src, world.player.cellX, world.player.cellY)
local m, ax, ay, sx, sy = walkUntilWarp(dir, 90, src)
local ok = (m == wantMap and ax == wantX and ay == wantY)
if not ok then bad = bad + 1 end
print(("[driver] %-12s %s -> %s (%s,%s) settled (%s,%s) want %s (%d,%d)")
:format(ok and "OK" or "MISMATCH", from, tostring(m),
tostring(ax), tostring(ay), tostring(sx), tostring(sy),
wantMap, wantX, wantY))
end
print(("[driver] %s ruins warps: %d mismatches")
:format(bad == 0 and "PASS" or "FAIL", bad))
end
+100
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-- #1155: "MAGNITUDE always rolls a 4".
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1155_test.lua love .
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local ROLLS = 15
local function battleScreen(game)
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function drain(game, screen, frames)
for _ = 1, (frames or 400) do
if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
return true
end
U.tap(game, "a")
U.wait(3)
end
return false
end
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1155"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
local caster = Mon.new(game.data, "DUNSPARCE", 50)
local def = assert(game.data.moves.MAGNITUDE, "MAGNITUDE is not in moves.lua")
caster.moves = { { id = "MAGNITUDE", pp = def.pp, maxPp = def.pp } }
print("[driver] MAGNITUDE stored effect = " .. tostring(def.effect)
.. ", stored power = " .. tostring(def.power))
game.save.party = { caster }
local seen, damages, shown = {}, {}, 0
local screen
for i = 1, ROLLS do
if not (screen and game.stack:top() == screen and not screen.battle.over) then
local dummy = Mon.new(game.data, "SNORLAX", 60)
dummy.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
assert(world:startBattle({ wild = dummy }), "startBattle failed")
screen = battleScreen(game)
drain(game, screen, 300)
end
local foe = screen.battle.enemy
local before = foe.hp
caster.moves[1].pp = def.pp
screen:submit({ kind = "move", move = "MAGNITUDE" })
for _, event in ipairs(screen.queue) do
local number = event.text and event.text:match("^Magnitude (%d+)")
if number then
seen[number] = (seen[number] or 0) + 1
if shown < 1 then
U.wait(1)
U.shot(game, out .. "/01-magnitude-text.png")
shown = 1
end
end
end
drain(game, screen, 400)
local dealt = before - foe.hp
if dealt > 0 then damages[dealt] = true end
if i % 10 == 0 then U.wait(5) end
end
local numbers = {}
for number, count in pairs(seen) do
numbers[#numbers + 1] = number .. "x" .. count
end
table.sort(numbers)
print("[driver] magnitudes over " .. ROLLS .. " uses: "
.. table.concat(numbers, " "))
local distinctPowers = 0
for _ in pairs(damages) do distinctPowers = distinctPowers + 1 end
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
check(#numbers > 1, "MAGNITUDE rolls more than one number")
check(seen["4"] == nil or seen["4"] < ROLLS,
"and is not stuck on MAGNITUDE 4")
check(distinctPowers > 1, "the rolled power reaches the damage (" ..
distinctPowers .. " distinct damage figures)")
if #failures > 0 then
error(#failures .. " magnitude checks failed")
end
print("[driver] #1155 clear; shot in " .. out)
end
+113
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-- #1157: SONIC BOOM has to deal a flat 20, not a rolled 8-10.
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1157_test.lua love .
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local function battleScreen(game)
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function drain(game, screen, frames)
for _ = 1, (frames or 400) do
if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
return true
end
U.tap(game, "a")
U.wait(3)
end
return false
end
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1157"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
-- The reporter's own matchup, three times over.
local caster = Mon.new(game.data, "MAGNEMITE", 20)
local boom = assert(game.data.moves.SONICBOOM, "SONICBOOM missing")
print("[driver] SONICBOOM effect = " .. tostring(boom.effect)
.. ", stored power = " .. tostring(boom.power))
caster.moves = { { id = "SONICBOOM", pp = boom.pp, maxPp = boom.pp } }
game.save.party = { caster }
-- SONIC BOOM is a 90% move, so a miss (0) is legal and simply does not
-- count: what matters is that every use that CONNECTS is 20.
local dealt, hits, wrong = {}, 0, 0
for i = 1, 6 do
local rattata = Mon.new(game.data, "RATTATA", 11)
rattata.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
assert(world:startBattle({ wild = rattata }), "startBattle failed")
local screen = battleScreen(game)
drain(game, screen, 300)
local before = rattata.hp
caster.hp = caster.maxHp or caster.hp
caster.moves[1].pp = boom.pp
screen:submit({ kind = "move", move = "SONICBOOM" })
drain(game, screen, 400)
dealt[i] = before - rattata.hp
if dealt[i] > 0 then
hits = hits + 1
if dealt[i] ~= 20 then wrong = wrong + 1 end
end
if i == 1 then U.shot(game, out .. "/01-sonicboom.png") end
for _ = 1, 400 do
if not game.stack:top() or not game.stack:top().battle then break end
U.tap(game, "a")
U.wait(3)
end
U.wait(45)
end
print("[driver] SONIC BOOM dealt " .. table.concat(dealt, ", ")
.. " (0 is a miss)")
check(hits >= 3, "SONIC BOOM connected at least three times")
check(wrong == 0, "and every hit was exactly 20")
-- The two siblings on the same command.
local dragon = Mon.new(game.data, "DRATINI", 25)
local rage = assert(game.data.moves.DRAGON_RAGE, "DRAGON_RAGE missing")
local toss = assert(game.data.moves.SEISMIC_TOSS, "SEISMIC_TOSS missing")
dragon.moves = {
{ id = "DRAGON_RAGE", pp = rage.pp, maxPp = rage.pp },
{ id = "SEISMIC_TOSS", pp = toss.pp, maxPp = toss.pp },
}
game.save.party = { dragon }
local target = Mon.new(game.data, "SNORLAX", 60)
target.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
assert(world:startBattle({ wild = target }), "startBattle failed")
local screen = battleScreen(game)
drain(game, screen, 300)
local before = target.hp
screen:submit({ kind = "move", move = "DRAGON_RAGE" })
drain(game, screen, 400)
local rageDealt = before - target.hp
before = target.hp
screen:submit({ kind = "move", move = "SEISMIC_TOSS" })
drain(game, screen, 400)
local tossDealt = before - target.hp
U.shot(game, out .. "/02-siblings.png")
print(("[driver] DRAGON RAGE %d, SEISMIC TOSS %d (user is L%d)")
:format(rageDealt, tossDealt, dragon.level))
check(rageDealt == 40, "DRAGON RAGE deals exactly 40")
check(tossDealt == dragon.level, "SEISMIC TOSS deals the user's level")
if #failures > 0 then
error(#failures .. " constant-damage checks failed")
end
print("[driver] #1157 fixed; shots in " .. out)
end
+96
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-- #1158: you could not see the trainer's incoming mon before the switch offer.
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1158_test.lua love .
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local function battleScreen(game)
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function runToPhase(game, screen, phase, frames)
for _ = 1, (frames or 600) do
if screen.phase == phase then return true end
U.tap(game, "a")
U.wait(3)
end
return false
end
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1158"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
-- SHIFT is the only style that offers at all (CheckWhetherToAskSwitch).
game.options = game.options or {}
game.options.battleStyle = "SHIFT"
local lead = Mon.new(game.data, "TYPHLOSION", 40)
lead.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
local bench = Mon.new(game.data, "FERALIGATR", 40)
bench.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
game.save.party = { lead, bench }
local foe1 = Mon.new(game.data, "PIDGEY", 5)
foe1.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
local foe2 = Mon.new(game.data, "PIDGEOTTO", 20)
foe2.moves = { { id = "TACKLE", pp = 35, maxPp = 35 } }
assert(world:startBattle({ trainer = { class = "FALKNER", name = "FALKNER",
party = { foe1, foe2 } } }), "trainer startBattle failed")
local screen = battleScreen(game)
runToPhase(game, screen, "menu", 400)
foe1.hp = 1
screen:submit({ kind = "move", move = "TACKLE" })
-- Page by page, collecting what the box actually showed.
local pages, sawBoxWithName = {}, false
local incoming = foe2.nickname or foe2.species or "PIDGEOTTO"
for _ = 1, 900 do
local message = screen.message
if message and pages[#pages] ~= message
and (screen.phase == "shift-intro" or screen.phase == "ask-shift") then
pages[#pages + 1] = message
if #pages == 1 then U.shot(game, out .. "/01-first-page.png") end
if message:find(incoming, 1, true) then
U.shot(game, out .. "/02-names-the-mon.png")
sawBoxWithName = true
end
end
if screen.phase == "ask-shift" and (screen.messageTimer or 0) <= 0 then
break
end
U.tap(game, "a")
U.wait(4)
end
U.shot(game, out .. "/03-yes-no.png")
for i, page in ipairs(pages) do
print(("[driver] page %d: %s"):format(i, (page:gsub("\n", " / "))))
end
check(sawBoxWithName,
"the incoming " .. incoming .. " is named in the box before the yes/no")
check(screen.phase == "ask-shift",
"and the prompt still ends on the YES/NO question")
check(#pages > 1, "the offer runs as pages, not one over-long line")
if #failures > 0 then
error(#failures .. " send-out order checks failed")
end
print("[driver] #1158 fixed; shots in " .. out)
end
+131
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-- #1159 (Fly / Dig leave the user on the field) and #1160 (64x64 front pics).
--
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1159_test.lua love .
local U = require("tests.drivers.util")
local Mon = require("src.battle.gen2.Mon")
local BattleState = require("src.ui.gen2.BattleState")
local function battleScreen(game)
for _ = 1, 900 do
local top = game.stack:top()
if top and top.battle then return top end
U.wait(1)
end
error("battle screen never came up")
end
local function drain(game, screen, frames)
for _ = 1, (frames or 400) do
if screen.phase == "menu" and #screen.queue == 0 and not screen.anim then
return true
end
U.tap(game, "a")
U.wait(3)
end
return false
end
-- One drawPic call with love.graphics.draw intercepted: how many blits it made
-- and where the first one landed.
local function probePic(screen, mon, back)
local G = love.graphics
local real = G.draw
local count, x, y = 0, nil, nil
G.draw = function(image, a, b, ...)
count = count + 1
if count == 1 then
-- draw(image, x, y, ...) or draw(image, quad, x, y, ...)
if type(a) == "number" then x, y = a, b else x, y = b, (...) end
end
end
local ok, err = pcall(screen.drawPic, screen, mon, back)
G.draw = real
if not ok then error(err) end
return count, x, y
end
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/gold-bug1159"
U.wait(45)
local world = game.world
assert(world and world.map, "gold world did not boot")
local failures = {}
local function check(ok, what)
print((ok and "[ok] " or "[FAIL] ") .. what)
if not ok then failures[#failures + 1] = what end
end
------------------------------------------------------------------ #1159
local digger = Mon.new(game.data, "SANDSHREW", 30)
local dig = assert(game.data.moves.DIG, "DIG missing from the Gold cache")
digger.moves = { { id = "DIG", pp = dig.pp, maxPp = dig.pp } }
game.save.party = { digger }
local target = Mon.new(game.data, "SNORLAX", 40)
target.moves = { { id = "SPLASH", pp = 40, maxPp = 40 } }
assert(world:startBattle({ wild = target }), "startBattle failed")
local screen = battleScreen(game)
drain(game, screen, 300)
local before = probePic(screen, screen.battle.player, true)
check(before > 0, "the back pic is on the field before DIG")
U.shot(game, out .. "/01-before-dig.png")
screen:submit({ kind = "move", move = "DIG" })
drain(game, screen, 600)
check(BattleState.isVanished(screen.battle.player) == true,
"SUBSTATUS_UNDERGROUND is set after the charge turn")
local underground = probePic(screen, screen.battle.player, true)
print("[driver] back-pic draws while underground: " .. underground)
check(underground == 0, "the back pic is GONE for the charge turn")
U.shot(game, out .. "/02-underground.png")
-- The enemy front pic is untouched by the player's own dig.
local foe = probePic(screen, screen.battle.enemy, false)
check(foe > 0, "the enemy front pic is unaffected")
-- Turn two: CheckCharge clears the bit and AppearUserRaiseSub redraws it.
screen:submit({ kind = "move", move = "DIG" })
drain(game, screen, 600)
check(BattleState.isVanished(screen.battle.player) == false,
"the substatus is cleared when the stored attack lands")
local after = probePic(screen, screen.battle.player, true)
print("[driver] back-pic draws after the attack: " .. after)
check(after > 0, "the back pic is back on the field")
U.shot(game, out .. "/03-resurfaced.png")
------------------------------------------------------------------ #1160
-- A stubbed pic of each size through the same placement code. trueColor is
-- set so the probe never enters the GBC palette shader.
local realPic = screen.pic
local function place(size, back)
local data = love.image.newImageData(size, size)
local image = love.graphics.newImage(data)
screen.pic = function() return image, true, "mods/front" .. size .. ".png" end
local n, x, y = probePic(screen, screen.battle.enemy, back)
screen.pic = realPic
return n, x, y
end
local _, x56, y56 = place(56, false)
print(("[driver] 56x56 front at (%s, %s)"):format(tostring(x56), tostring(y56)))
check(x56 == 96 and y56 == 0, "vanilla 56x56 front pic is unmoved at (96, 0)")
local _, x40, y40 = place(40, false)
print(("[driver] 40x40 front at (%s, %s)"):format(tostring(x40), tostring(y40)))
check(x40 == 104 and y40 == 16,
"a small 40x40 front pic still stands on the box's ground line")
local _, x64, y64 = place(64, false)
print(("[driver] 64x64 front at (%s, %s)"):format(tostring(x64), tostring(y64)))
check(x64 == 96 and y64 == 0,
"a 64x64 front pic pins to the box corner and overlaps the HUD")
if #failures > 0 then
error(#failures .. " checks failed")
end
print("[driver] #1159 / #1160 fixed; shots in " .. out)
end
+82
View File
@@ -0,0 +1,82 @@
-- #1167: the Ilex Forest hidden Ether and hidden Super Potion.
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1167_test.lua love .
local Mon = require("src.battle.gen2.Mon")
local HiddenItems = require("src.world.gen2.HiddenItems")
local CASES = {
{ name = "ETHER", x = 27, y = 1, event = 136 },
{ name = "SUPER_POTION", x = 17, y = 7, event = 137 },
{ name = "FULL_HEAL", x = 9, y = 17, event = 138 },
}
local FACE = {
up = { 0, 1 }, down = { 0, -1 }, left = { 1, 0 }, right = { -1, 0 },
}
return function(game)
local function wait(n) for _ = 1, n do coroutine.yield() end end
local function tap(btn)
table.insert(game.input.pressQueue, btn)
game.input.state[btn] = true
coroutine.yield()
game.input.state[btn] = false
coroutine.yield()
end
wait(30)
local world = game.world
game.save.party = { Mon.new(game.data, "PIDGEY", 5) }
world:setMap("ILEX_FOREST", 9, 18, "up")
wait(30)
assert(world.map.id == "ILEX_FOREST", "not in ILEX_FOREST")
-- what the engine itself thinks it has for this map
local listed = HiddenItems.unfound(world.map.def, world.events)
print("[driver] engine hidden items on ILEX_FOREST:")
for _, row in ipairs(listed) do
print((" (%2d,%2d) item=%s flag=%d")
:format(row.x, row.y, tostring(row.item), row.event))
end
local function bagCount(name)
local n = 0
for _, row in ipairs((game.save.bag and game.save.bag.items) or {}) do
if row.item == name or row.id == name then n = n + (row.count or 1) end
end
return n
end
local bad = 0
for _, c in ipairs(CASES) do
local got = false
for dir, d in pairs(FACE) do
local sx, sy = c.x + d[1], c.y + d[2]
if world.map:isWalkable(sx, sy) then
world:setMap("ILEX_FOREST", sx, sy, dir)
wait(20)
world.player.facing = dir
local before = bagCount(c.name)
tap("a")
wait(60)
for _ = 1, 240 do
if not world:busy() then break end
tap("a")
end
wait(20)
if world.events:get(c.event) or bagCount(c.name) > before then
got = true
print(("[driver] OK %-13s at (%2d,%2d) picked up facing %s")
:format(c.name, c.x, c.y, dir))
break
end
end
end
if not got then
bad = bad + 1
print(("[driver] MISSING %-13s at (%2d,%2d)"):format(c.name, c.x, c.y))
end
end
print(("[driver] %s ilex hidden items: %d missing")
:format(bad == 0 and "PASS" or "FAIL", bad))
end
+48
View File
@@ -0,0 +1,48 @@
-- #1208: the launcher's save-slot line read a Gold save with Gen 1 eyes
-- POKEPORT_GAME=gold POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/gold_bug1208_test.lua love .
local U = require("tests.drivers.util")
local SaveData = require("src.core.SaveData")
local GoldSave = require("src.core.gen2.Save")
return function(game)
U.wait(45)
local save = game.save
assert(save and save.player, "gold save did not boot")
save.player.badges = { ZEPHYR = true, HIVE = true, PLAIN = true, FOG = true,
STORM = true, MINERAL = true, GLACIER = true, RISING = true }
save.player.kantoBadges = { BOULDER = true, CASCADE = true }
save.pokedex = save.pokedex or {}
save.pokedex.caught = { [155] = true, [158] = true, [152] = true }
local ok, err = game:writeSave()
if not ok then
U.log("FAIL gold writeSave:", tostring(err))
else
local want = GoldSave.summary(save)
local active = SaveData.activeSlot("gold")
local row
for _, slot in ipairs(SaveData.listSlots("gold")) do
if slot.id == active then row = slot end
end
if not (row and row.meta) then
U.log("FAIL launcher has no slot row for", tostring(active))
else
U.log(("launcher: %d badges - %s - %d caught"):format(
row.meta.badges, row.meta.timeText, row.meta.dexCount))
U.log(("continue: %d badges - %d:%02d - %d caught"):format(
want.badges, want.hours, want.minutes, want.caught))
if row.meta.badges == want.badges and row.meta.dexCount == want.caught then
U.log("PASS launcher summary matches CONTINUE for slot", tostring(active))
else
U.log("FAIL launcher summary disagrees with CONTINUE")
end
end
end
while true do
coroutine.yield()
end
end
@@ -0,0 +1,58 @@
-- GameActivity exposes an optional Android host seam without requiring any
-- host implementation (or its native libraries) in the stock build.
-- Self-contained: luajit tests/engine/android_host_extension_test.lua
local path = "mobile/android/love/src/main/java/org/love2d/android/GameActivity.java"
local file = assert(io.open(path, "rb"))
local source = file:read("*a")
file:close()
local function check(value, message)
if not value then error(message, 2) end
end
local function position(text)
local p = source:find(text, 1, true)
check(p, "missing: " .. text)
return p
end
check(source:find("protected String[] getHostLibraries()", 1, true),
"host libraries are an overridable protected extension")
check(source:find("return new String[0];", 1, true),
"the vanilla host library list is empty")
local cpp = position('libraries[0] = "c++_shared";')
local mpg = position('libraries[1] = "mpg123";')
local openal = position('libraries[2] = "openal";')
local host = position("System.arraycopy(hostLibraries, 0, libraries, 3, hostLibraries.length);")
local love = position('libraries[libraries.length - 1] = "love";')
check(cpp < mpg and mpg < openal and openal < host and host < love,
"optional libraries load after dependencies while liblove remains last")
for _, hook in ipairs({
"onHostCreateBeforeSDL", "onHostCreateAfterSDL", "onHostResume",
"onHostPause", "onHostDestroy",
}) do
check(source:find("protected void " .. hook, 1, true),
hook .. " is a protected extension hook")
end
check(position("onHostCreateBeforeSDL(savedInstanceState);") <
position("super.onCreate(savedInstanceState);") and
position("super.onCreate(savedInstanceState);") <
position("onHostCreateAfterSDL(savedInstanceState);"),
"create hooks bracket SDL creation")
check(position("super.onResume();") < position("onHostResume();"),
"resume hook runs after SDL resumes")
check(position("onHostPause();") < position("super.onPause();"),
"pause hook runs before SDL pauses")
check(position("onHostDestroy();") < position("super.onDestroy();"),
"destroy hook runs before SDL destruction")
check(not source:lower():find("openxr", 1, true),
"generic Android activity must not require OpenXR")
check(not source:find("QuestActivity", 1, true) and
not source:find("QuestBridge", 1, true),
"generic Android activity must not require Quest classes")
print("android_host_extension_test: ok")
+82
View File
@@ -0,0 +1,82 @@
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local ItemEffects = require("src.core.gen2.ItemEffects")
local Game2 = require("src.core.Game2")
local Screens = require("src.ui.Screens")
local EvolutionAnim = require("src.ui.gen2.EvolutionAnim")
local data = {
pokemon = {
SUNKERN = {
evolutions = {
{ method = "EVOLVE_ITEM", item = "SUN_STONE", into = "SUNFLORA" },
},
},
},
}
local mon = { species = "SUNKERN", item = nil }
T.eq(ItemEffects.partyAction("SUN_STONE"), "stone",
"SUN STONE opens the party target flow")
local result = ItemEffects.useOnMon("SUN_STONE", mon, data)
T.check(result.used, "SUN STONE succeeds on SUNKERN")
T.eq(result.evolution and result.evolution.into, "SUNFLORA",
"SUN STONE selects SUNFLORA")
mon.item = "EVERSTONE"
result = ItemEffects.useOnMon("SUN_STONE", mon, data)
T.check(not result.used, "held EVERSTONE refuses the evolution")
local function startStone()
local partyOptions, evolutionOptions
local game = setmetatable({
data = {
pokemon = data.pokemon,
screens = {
Gen2PartyMenu = function(_, options)
partyOptions = options
return {}
end,
Gen2EvolutionAnim = function(_, options)
evolutionOptions = options
return {}
end,
},
},
save = {
party = { { species = "SUNKERN", item = nil } },
inventory = { SUN_STONE = 1 },
},
stack = { pop = function() end, push = function() end },
}, Game2)
Screens.invalidate()
game:usePartyItem("SUN_STONE")
partyOptions.onChoose(nil, game.save.party[1])
return game, evolutionOptions
end
local game, evolution = startStone()
T.check(evolution.force, "SUN STONE evolution sets wForceEvolution")
T.eq(game.save.inventory.SUN_STONE, 1,
"SUN STONE remains until evolution succeeds")
local animation = EvolutionAnim.new({ data = { pokemon = data.pokemon } }, {
mon = game.save.party[1], entry = evolution and evolution.entry,
force = evolution and evolution.force,
})
T.check(not animation:cancelPressed({ wasPressed = function(_, key)
return key == "b"
end }), "B cannot cancel a forced stone evolution")
evolution.onDone({ canceled = true })
T.eq(game.save.inventory.SUN_STONE, 1,
"a canceled evolution does not consume SUN STONE")
game, evolution = startStone()
evolution.onDone({ evolved = { species = "SUNFLORA" } })
T.eq(game.save.inventory.SUN_STONE, nil,
"a completed evolution consumes SUN STONE")
Screens.invalidate()
T.finish("gen2 sun stone bug 1219")
+73
View File
@@ -0,0 +1,73 @@
-- Optional native-host display lifecycle. The default path is inert; a fake
-- backend proves callback order and arguments without graphics or a ROM.
-- luajit tests/engine/host_display_test.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
local HostDisplay = require("src.core.HostDisplay")
-- Vanilla: no backend, no state requirement, and no invented return value.
HostDisplay.setBackend(nil)
eq(HostDisplay.update(1 / 60), nil, "default update is a no-op")
eq(HostDisplay.beginFrame("game", {}), nil, "default beginFrame is a no-op")
eq(HostDisplay.endFrame("game", {}), nil, "default endFrame is a no-op")
-- Bad installation fails at the boundary instead of producing a later frame
-- error whose source is difficult for a native host to diagnose.
local ok, err = pcall(HostDisplay.setBackend, function() end)
check(not ok, "non-table backend is rejected")
check(tostring(err):find("table or nil", 1, true) ~= nil,
"backend type error explains the accepted shape")
local calls = {}
local subject = { tag = "launcher-instance" }
local fake = {}
function fake:update(dt)
calls[#calls + 1] = { "update", self, dt }
return "updated"
end
function fake:beginFrame(kind, gotSubject)
calls[#calls + 1] = { "begin", self, kind, gotSubject }
return "begun"
end
function fake:endFrame(kind, gotSubject)
calls[#calls + 1] = { "end", self, kind, gotSubject }
return "ended"
end
HostDisplay.setBackend(fake)
eq(HostDisplay.update(0.25), "updated", "update return is forwarded")
eq(HostDisplay.beginFrame("launcher", subject), "begun",
"beginFrame return is forwarded")
eq(HostDisplay.endFrame("launcher", subject), "ended",
"endFrame return is forwarded")
eq(#calls, 3, "each lifecycle callback fires exactly once")
eq(calls[1][1], "update", "update is first")
eq(calls[1][2], fake, "update receives the backend as self")
eq(calls[1][3], 0.25, "update receives dt")
eq(calls[2][1], "begin", "beginFrame precedes endFrame")
eq(calls[2][3], "launcher", "beginFrame receives the frame kind")
eq(calls[2][4], subject, "beginFrame receives the drawn subject")
eq(calls[3][1], "end", "endFrame is last")
eq(calls[3][3], "launcher", "endFrame receives the frame kind")
eq(calls[3][4], subject, "endFrame receives the drawn subject")
-- Every callback is optional. Replacing and clearing a backend must not retain
-- callbacks from the old host across a restart or test process.
local partialCalls = 0
HostDisplay.setBackend({
endFrame = function() partialCalls = partialCalls + 1 end,
})
eq(HostDisplay.update(1), nil, "missing optional update remains a no-op")
eq(HostDisplay.beginFrame("editor", {}), nil,
"missing optional beginFrame remains a no-op")
HostDisplay.endFrame("editor", {})
eq(partialCalls, 1, "present optional callback still runs")
HostDisplay.setBackend(nil)
HostDisplay.endFrame("game", {})
eq(partialCalls, 1, "clearing backend detaches old callbacks")
T.finish("host display")
+114
View File
@@ -0,0 +1,114 @@
-- #1100 / #1135: the launcher gear offered TOUCH PAD, VIBRATION and the
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
-- The rows are mobile-gated the same way OptionsMenu's are, so the suite has
-- to look like a phone; POKEPORT_TOUCH=1 is the other way in.
local realGetOS = love.system.getOS
love.system.getOS = function() return "Android" end
local LauncherSettings = require("src.import.LauncherSettings")
local TouchControls = require("src.core.TouchControls")
local function labels(model)
local out = {}
for _, section in ipairs(model.sections) do
for _, row in ipairs(section.rows) do out[#out + 1] = row.label end
end
return out
end
local function findRow(model, label)
for _, section in ipairs(model.sections) do
for _, row in ipairs(section.rows) do
if row.label == label then return row end
end
end
end
local function has(model, label)
for _, l in ipairs(labels(model)) do
if l == label then return true end
end
return false
end
local edited = 0
local hooks = { editTouchControls = function() edited = edited + 1 end }
local gold = LauncherSettings.open(hooks, "gold")
check(has(gold, "TOUCH PAD"), "Gold's gear offers TOUCH PAD")
check(has(gold, "VIBRATION"), "and VIBRATION")
check(has(gold, "TOUCH CONTROLS"), "and the layout editor")
-- Every write has to land in the gold block: the flat keys beside it are
-- Red's, and Gold's boot never reads them (src/core/gen2/Save.lua:299).
-- loadOptions seeds the flat Gen 1 defaults, so the check is that the Gold
-- rows leave them exactly as they found them.
local flatPad = gold.opts.touchControls
local flatBuzz = gold.opts.haptics
local pad = findRow(gold, "TOUCH PAD")
local before = pad.value()
pad.step(1)
check(pad.value() ~= before, "stepping TOUCH PAD flips it")
check(type(gold.opts.gold) == "table", "into the gold block")
eq(gold.opts.gold.touchControls.enabled, false, "which now carries enabled")
eq(gold.opts.touchControls, flatPad, "leaving the flat Gen 1 key alone")
local buzz = findRow(gold, "VIBRATION")
local buzzBefore = buzz.value()
buzz.step(1)
check(buzz.value() ~= buzzBefore, "stepping VIBRATION moves the level")
eq(gold.opts.gold.haptics, TouchControls.normalizeHaptics(gold.opts.gold.haptics),
"VIBRATION stores a level the shared module knows")
eq(gold.opts.haptics, flatBuzz, "also without touching Red's")
findRow(gold, "TOUCH CONTROLS").action()
eq(edited, 1, "the editor row reaches the host hook")
-- The Gen 1 gear is untouched by the extraction: same three rows, still on
-- the flat table.
local red = LauncherSettings.open(hooks, "red")
check(has(red, "TOUCH PAD"), "Red still offers TOUCH PAD")
check(has(red, "VIBRATION"), "and VIBRATION")
check(has(red, "TOUCH CONTROLS"), "and the layout editor")
findRow(red, "TOUCH PAD").step(1)
eq(red.opts.touchControls.enabled, false, "writing to the flat key")
eq(red.opts.gold, nil, "with no gold block invented")
eq(findRow(red, "TOUCH PAD").value() ~= nil, true, "and reading it back")
-- With no hook (the standalone save editor's shape) the editor row is gone
-- rather than dead, on both sides.
eq(has(LauncherSettings.open(nil, "gold"), "TOUCH CONTROLS"), false,
"no hook, no editor row on Gold")
eq(has(LauncherSettings.open(nil, "red"), "TOUCH CONTROLS"), false,
"nor on Red")
-- The Edit row hands the screen to the host, and the host has to know WHICH
-- game's block to write the dragged layout into: TouchControlsEditor persists
-- to opts.gold only when it was loaded with version = "gold". Source-shape
-- checks, the same way tests/engine/touch_controls_pad_cursor_test.lua pins
-- the handoff either side of this one.
local function read(path)
local f = assert(io.open(path, "r"))
local src = f:read("*a")
f:close()
return src
end
local importerSrc = read("src/import/RomImporter.lua")
check(importerSrc:find("self.onEditTouchControls(version)", 1, true) ~= nil,
"the gear hands the launcher tab to the host")
local mainSrc = read("main.lua")
local body = mainSrc:match("local function openTouchControlsEditor%((.-)%)")
eq(body, "version", "main.lua's opener takes that tab")
check(mainSrc:match("TouchEditor%.load%({%s*version = version") ~= nil,
"and loads the editor with it, so Gold's layout lands in the gold block")
love.system.getOS = realGetOS
T.finish("launcher gold touch rows")
@@ -0,0 +1,90 @@
-- Launcher modal focus routing. The immediate-mode focus ring is shared by
-- the main launcher and its mod dialogs, so arrows and an armed confirmation
-- must be handled before the modal key guard returns.
-- luajit tests/engine/launcher_modal_focus_input_test.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
local Kit = require("src.ui.kit.Kit")
local RomImporter = require("src.import.RomImporter")
local function resetFocus()
Kit.focusId = "modal-primary"
Kit._navQueue = nil
Kit._activateId = nil
end
local function importer(field)
return setmetatable({ _flex = true, [field] = {} }, RomImporter)
end
local modalFields = {
"_modConfirm", "_modVersions", "_modReleaseNotes", "_findDetails",
}
for _, field in ipairs(modalFields) do
resetFocus()
local imp = importer(field)
imp:keypressed("right")
eq(Kit._navQueue, "right", field .. " accepts focus navigation")
check(imp._ringArmed, field .. " navigation arms the focus ring")
imp:keypressed("return")
eq(Kit._activateId, "modal-primary",
field .. " activates the focused modal control")
check(imp[field] ~= nil, field .. " remains open until its button dispatches")
end
-- Enter without prior focus navigation must not invent an activation. This is
-- the vanilla compatibility contract behind the launcher's legacy Enter-to-
-- play shortcut; a modal simply absorbs that otherwise-unhandled key.
do
resetFocus()
local imp = importer("_modConfirm")
imp:keypressed("return")
eq(Kit._activateId, nil, "unarmed modal Enter does not activate focus")
check(not imp._ringArmed, "unarmed modal Enter does not arm focus")
end
-- A focused text field remains exclusive. The modal fix must not move the
-- ring when an arrow is intended for a launcher text-input state.
do
resetFocus()
local imp = setmetatable({
_flex = true,
_findSearchFocus = true,
findQuery = "PIKA",
}, RomImporter)
imp:keypressed("right")
eq(Kit._navQueue, nil, "focused search field does not navigate the ring")
check(not imp._ringArmed, "focused search field does not arm the ring")
end
-- Escape remains owned by the existing modal close path.
do
resetFocus()
local imp = importer("_findDetails")
imp:keypressed("escape")
eq(imp._findDetails, nil, "Escape closes details")
end
do
resetFocus()
local imp = importer("_modReleaseNotes")
imp:keypressed("escape")
eq(imp._modReleaseNotes, nil, "Escape closes release notes")
end
do
resetFocus()
local imp = importer("_modVersions")
imp._modConfirm = {}
imp:keypressed("escape")
eq(imp._modConfirm, nil, "Escape closes confirmation")
eq(imp._modVersions, nil, "Escape clears versions behind confirmation")
end
resetFocus()
T.finish("launcher modal focus input")
+18 -6
View File
@@ -56,10 +56,24 @@ do
local m = byId(LauncherMods.deriveList(manifests, { mods = { bbb = false } }))
check(m.aaa.enabled, "a mod with no options entry defaults to enabled")
check(not m.bbb.enabled, "an explicit false disables the mod")
check(m.aaa.enabledByVersion.red and m.aaa.enabledByVersion.gold,
"every row exposes its enabled answer for each game")
eq(m.aaa.status, "ok", "a healthy enabled mod is ok")
eq(m.aaa.statusDetail, "Ready", "ok detail reads Ready")
end
do
local manifests = {
mf({ id = "one", name = "One", version = "1.0.0", entry = "m.lua" }),
}
local row = byId(LauncherMods.deriveList(manifests, {
mods = { one = true }, modsByVersion = { gold = { one = false } },
}, "gold")).one
check(row.enabledByVersion.red, "the Red checkbox keeps the shared answer")
check(not row.enabledByVersion.gold, "the Gold checkbox reads Gold's answer")
check(not row.enabled, "the selected game's row state matches its checkbox")
end
-- ------- experimental defaults to disabled; github surfaces on the row
do
@@ -291,10 +305,9 @@ end
-- ------- enable flags: the panel reads exactly what the switch writes
--
-- One scope for both halves (SaveData.modScope). While per-game flags are a
-- preview the shared flag is the whole answer, so a modsByVersion overlay --
-- which an imported .g1rmodlist can plant, ModProfile.restoreVersions -- can
-- never leave the switch showing an answer no writer can reach.
-- One scope for both halves (SaveData.modScope). Per-game flags are live, so
-- a modsByVersion answer -- including one restored from a .g1rmodlist -- is
-- both what the launcher shows and what the next boot reads.
local SaveData = require("src.core.SaveData")
@@ -309,9 +322,8 @@ do
}
local planted = { mods = { one = true },
modsByVersion = { gold = { one = false } } }
local expected = SaveData.PER_VERSION_MODS and false or true
eq(byId(LauncherMods.deriveList(manifests, planted, "gold")).one.enabled,
expected, "the overlay is read exactly when a write can reach it")
false, "the overlay is read exactly when a write can reach it")
-- the round trip, the thing the dead switch failed: flip it, re-derive
local options = { mods = {} }
+26
View File
@@ -162,6 +162,32 @@ do
"modScope follows the PER_VERSION_MODS switch")
end
do
-- First launch after per-game controls shipped: preserve every old answer
-- and make the old implicit defaults explicit for the installed set.
local opts = {
mods = { old_on = true, old_off = false },
modsByVersion = { gold = { old_on = false } },
}
check(SaveData.migrateModEnablement(opts, {
{ id = "old_on" }, { id = "old_off" }, { id = "implicit" },
{ id = "lab", experimental = true },
}), "legacy mod state is migrated once")
check(opts.modsByVersionMigrated, "the migration is marked complete")
eq(SaveData.modEnabled(opts, "old_on", "red"), true,
"an old enabled mod is enabled for Red")
eq(SaveData.modEnabled(opts, "old_on", "gold"), false,
"an already-stored preview answer is preserved")
eq(SaveData.modEnabled(opts, "old_off", "blue"), false,
"an old disabled mod stays disabled for every game")
eq(SaveData.modEnabled(opts, "implicit", "yellow"), true,
"an old implicit default is enabled for every game")
eq(SaveData.modEnabled(opts, "lab", "red"), false,
"an experimental mod keeps its existing opt-in default")
check(not SaveData.migrateModEnablement(opts, { { id = "newer" } }),
"a later mod install does not rerun the legacy migration")
end
-- ------- a profile carries the per-game half of a setup
do
+5 -4
View File
@@ -65,7 +65,7 @@ T.check(pushed[1].text:find(BYE, 1, true) == nil,
pushed[1].onDone()
T.eq(#pushed, 1, "the farewell waits for the bow")
T.eq(nurse.facing, "up", "image index $14: the nurse bows")
T.eq(nurse.frameOverride, 3, "image index $1: the nurse bows")
T.check(fakeSelf.emote ~= nil, "the bow is a world hold, not a text pause")
local hold = fakeSelf.emote or {}
T.eq(hold.npc, nurse, "the hold is anchored on the nurse")
@@ -79,11 +79,12 @@ if hold.onDone then hold.onDone() end
T.eq(#pushed, 2, "the farewell follows the bow")
local farewell = pushed[2] or {}
T.eq(farewell.text, BYE, "second box is the farewell text")
T.eq(nurse.facing, "up", "she is still bowed while the farewell prints")
T.eq(nurse.frameOverride, nil, "the bow ends before the farewell prints")
T.eq(nurse.facing, "down", "the nurse faces the player for the farewell")
if farewell.onDone then farewell.onDone() end
T.eq(nurse.facing, "down", "the trailing UpdateSprites faces her back")
T.eq(faced, 1, "she is turned back exactly once")
T.eq(nurse.facing, "down", "the trailing UpdateSprites keeps her facing")
T.eq(faced, 2, "she is turned back before and after the farewell")
T.eq(finished, 1, "control returns to the player once, after the farewell")
-- === no nurse sprite (the Yellow/rest-stop callers): no bow, same text

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