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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 11:19:06 -04:00
1jamie a722d24759 fix merge conflicts with dev 2026-08-13 07:39:11 -05:00
github-actions 833388c235 chore(ios): update app-repo.json [skip ci] 2026-08-13 06:22:43 -04:00
bryanthaboi 2ac527ae3c Merge pull request #1222 from bryanthaboi/dev
bug fixing and friends
2026-08-13 06:14:29 -04:00
bryanthaboi df35193ad3 Merge pull request #1204 from castdrian/ios-improvements
feat(ios): improve branding and fix haptic feedback
2026-08-13 06:06:31 -04:00
bryanthaboi 9b6365c9cc Merge pull request #1202 from HimioneGranger/upstream-android-host-extension
Android: add optional native host lifecycle hooks
2026-08-13 06:06:24 -04:00
bryanthaboi 285a98533a Merge pull request #1201 from HimioneGranger/upstream-payload-host-contract
feat(update): gate payloads by native host family
2026-08-13 06:06:18 -04:00
bryanthaboi f952edf77a Merge pull request #1200 from HimioneGranger/upstream-host-display-api
feat(host): add optional display lifecycle backend
2026-08-13 06:06:12 -04:00
bryanthaboi ae8360b2ae Merge pull request #1199 from HimioneGranger/upstream-quest-focus-api
fix(launcher): route focus input through mod dialogs
2026-08-13 06:06:05 -04:00
bryanthaboi 52e36ad7e4 fix testsZ 2026-08-13 06:05:27 -04:00
bryanthaboi 62b9f04191 Merge pull request #1209 from MaxTomahawk/fix/checkpoint-engine-version-restore
fix(mods): allow checkpoint restore across engine versions
2026-08-13 05:35:05 -04:00
bryanthaboi 1010d0584a Merge pull request #1210 from Yukitty/patch-hopFrames
fix(OverworldController): ledge jump arc to match player stepFrames
2026-08-13 05:33:02 -04:00
bryanthaboi 6864173f35 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-13 05:30:35 -04:00
bryanthaboi e9d431b3ff CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208 2026-08-13 05:30:33 -04:00
Yukita Mayako f138827917 fix(OverworldController): ledge jump arc to match player stepFrames 2026-08-12 21:23:35 -04:00
Max a68c47e7e1 fix(mods): allow checkpoint restore across engine versions 2026-08-13 02:28:57 +02:00
Adrian Castro d648990a81 feat(ios): brand app and tune haptic feedback 2026-08-13 02:19:45 +02:00
1jamie 6ff7dd0c38 refactor(battle): enhance RNG handling and fixed damage mechanics
- Always supply Gen 2 battle random (BattleRandom) and Gen 1 / love-style rng.
- Add EFFECT_STATIC_DAMAGE for Sonic Boom and Dragon Rage (move power; Ghost
  immunity via resettypematchup for static damage only).
- Keep Magnitude rolling via BattleRandom instead of collapsing to Magnitude 4.
- Cover RNG, static damage, and Magnitude in gen2 battle tests.
2026-08-12 17:52:02 -05:00
Codex Agent ee00728e9e android: add optional native host lifecycle hooks 2026-08-12 17:41:26 -05:00
Codex Agent 0aab11b690 feat(update): gate payloads by native host family 2026-08-12 17:23:25 -05:00
Codex Agent c2d9af693d feat(host): add optional display lifecycle backend 2026-08-12 17:07:32 -05:00
Codex Agent 1642113d1f fix(launcher): route focus input through mod dialogs 2026-08-12 16:48:29 -05:00
github-actions d64627e062 chore(ios): update app-repo.json [skip ci] 2026-08-12 17:16:13 -04:00
bryanthaboi c0f654f8c2 Merge pull request #1195 from AverageConsumer/codex/mod-power-info
feat(mods): expose read-only device power info
2026-08-12 16:55:15 -04:00
AverageConsumer e44769a48a Expose read-only device power info to mods 2026-08-12 22:13:32 +02:00
bryanthaboi d38faab03c Delete mod-sandbox-notice.txt 2026-08-12 09:49:43 -04:00
bryanthaboi 83682f011d grandmas-kitchn 2026-08-12 09:22:30 -04:00
188 changed files with 7925 additions and 1404 deletions
+2 -2
View File
@@ -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
View File
@@ -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 }}`
+59 -12
View File
@@ -252,8 +252,40 @@ jobs:
Remove-Item $env:UWP_PFX -Force -ErrorAction SilentlyContinue
}
# Windows Native AOT TLS dialer. The Mac release runner fuses the win64 zip
# from LÖVE's prebuilt binaries and cannot cross-compile this DLL, so build
# it here and inject it in the release job before scripts/build.sh win.
native-tls-win:
name: build Windows gen1tls.dll
needs: version
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Setup .NET 8
uses: actions/setup-dotnet@v4
with:
dotnet-version: "8.0.x"
- name: Publish gen1tls (win-x64 Native AOT)
shell: pwsh
run: |
$out = "dist/native/win-x64"
New-Item -ItemType Directory -Force -Path $out | Out-Null
dotnet publish native/tls_dial/Gen1Tls.csproj `
-c Release -r win-x64 -o $out
if (-not (Test-Path "$out/gen1tls.dll")) {
throw "gen1tls.dll missing after publish"
}
Get-Item "$out/gen1tls.dll" | Format-List Name, Length, LastWriteTime
- name: Upload gen1tls.dll
uses: actions/upload-artifact@v7
with:
name: gen1tls-win-x64
path: dist/native/win-x64/gen1tls.dll
if-no-files-found: error
retention-days: 1
release:
needs: [version, xbox-uwp, linux-arm64]
needs: [version, xbox-uwp, linux-arm64, native-tls-win]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps:
@@ -269,6 +301,12 @@ jobs:
fetch-depth: 0
fetch-tags: true
- name: Download Windows gen1tls dialer
uses: actions/download-artifact@v8
with:
name: gen1tls-win-x64
path: dist/native/win-x64
- name: Import signing certificate into a temporary keychain
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
@@ -307,13 +345,21 @@ jobs:
security find-identity -v -p codesigning "$KEYCHAIN_PATH"
- name: Build macOS + Windows + Linux
env:
GEN1TLS_DLL: ${{ github.workspace }}/dist/native/win-x64/gen1tls.dll
run: |
set -euo pipefail
# Sign in-build (identity auto-detected from the temp keychain);
# notarize separately below so it uses secret credentials, not a
# login-keychain profile. "all" also builds the Linux AppImage,
# which needs no signing/notarization.
if [ ! -f "$GEN1TLS_DLL" ]; then
echo "::error::gen1tls.dll missing at $GEN1TLS_DLL (native-tls-win job)"
exit 1
fi
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
unzip -l dist/win/gen1recomp-win64.zip | grep -F gen1tls.dll \
|| { echo "::error::Windows zip is missing gen1tls.dll"; exit 1; }
- name: Build Android
run: |
@@ -444,9 +490,9 @@ 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::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
@@ -580,7 +626,7 @@ jobs:
"dist/release/gen1recomp-${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-${v}-rg34xxsp-stockos64-mod.zip"
@@ -602,14 +648,15 @@ jobs:
run: |
set -euo pipefail
v="${{ 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 "$release_notes" ]; then
@@ -623,15 +670,15 @@ jobs:
--argjson size "$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"
+5 -1
View File
@@ -3,8 +3,9 @@
data/generated/
assets/generated/
# LÖVE packages
# LÖVE packages & archives
*.love
*.zip
# Local saves (LÖVE writes to its save dir, but keep the repo clean anyway)
save/
@@ -75,3 +76,6 @@ mobile/ios/bundle_id.local
/dist/native/
/dist/win/
/.bazinga/
# Local options / preferences
/options.lua*
+45 -3
View File
@@ -242,10 +242,52 @@ with a `MK4xx` finding per site and an `unresolved:` note, with a file and a
line, for every reach a static scan could not follow. Neither substitutes for a
real Gold boot.
### 5. `mod.card`
### 5. What a mod's code can reach
Your code runs in a sandbox (`src/mods/Sandbox.lua`), not against the
engine's globals. Every chunk you author gets it: `main.lua`, your
`options_schema`, and anything you `load()` yourself. What is absent:
| Absent | Use instead |
| --- | --- |
| `io`, and `require("io")` | `mod:read` for your own files, `mod.storage` to persist |
| `os.getenv`, `os.execute`, `os.remove`, `os.rename`, `os.exit` | nothing; `os.time`/`os.date`/`os.clock` still work |
| `package`, `dofile`, `loadfile`, `debug`, `getfenv`, `setfenv` | `require` for the supported engine modules |
| `require("ffi")`, `require("love.*")` | the `love` table you are given |
| `love.filesystem` | `mod.storage` (per-mod, per-playthrough) and `mod:read` |
| `love.thread`, `love.event` | `mod.events`, `mod.hooks` |
| `love.system` | `mod.device:powerInfo()` for battery information; `mod.steps` (with the `steps` permission) for the step bridge |
The rest of `love` passes through unchanged, so graphics, audio, timers and
input work as they always have.
Three consequences worth knowing before you write against it:
- **Your globals are yours.** `_G` inside a mod is that mod's own table. Two
mods no longer share a namespace, and neither can reach the engine's. To
publish something to another mod, put it on `mod.exports` and let them
`mod.find("your_id").exports` — the channel that was always the intended
one. The same goes for the standard library: `string`, `table` and `math`
are per-mod copies, so patching one is a local decision.
- **Paths cannot climb.** `mod:read`, `mod.assets:path` and `mod.assets:image`
join to your own directory, and `..`, absolute paths and drive letters are
refused. So are `entry` and `options_schema` in your manifest.
- **Ship source, not bytecode.** A precompiled entry file is refused.
`permissions` in the manifest is still a disclosure the manager shows the
player, and `network` now gates `require("socket")` and friends. There is no
permission that grants raw filesystem access, because no mod needs one:
everything a mod legitimately writes is already scoped by
`mod.storage` or the asset-transform derived root.
If your mod used one of the absent globals, the fix is almost always
`mod.storage`. Open an issue if you have a case it does not cover.
### 6. `mod.card`
The manifest is the *engine's* contract: identity, load order, dependencies,
permissions, profile. The card is the *human-facing* one: who made this,
permissions, profile (see [Manifest specification](docs/modding.md#manifest-specification-manifestjson)).
The card is the *human-facing* one: who made this,
what it changes, what it does not do yet. It is never read by the loader's
merge — only by tooling and the manager's detail pane — so an absent or
malformed card can never break a load.
@@ -263,7 +305,7 @@ Two fields deserve their own note:
distributed mod never carries ROM-derived bytes, not even in its preview
images.
### 6. Tags
### 7. Tags
Lowercase kebab strings, open vocabulary. The showcase generator
lowercases and de-dupes. A recommended starting set: `beginner`,
+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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+1 -1
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@@ -92,7 +92,7 @@ return {
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
{ "play_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
{ "text_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
{ "jump", 13 }, -- 11
{ "show_text", "_BoxIsFullText" }, -- 12
+6 -5
View File
@@ -10,10 +10,10 @@
local function coinGiver(opts)
return function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local Sound = require("src.core.Sound")
local t = game.data.text
local function push(label, fallback, onDone)
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done))
local function push(label, fallback, onDone, popts)
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done,
popts))
end
if game.save.flags[opts.event] then
push(opts.alreadyGotLabel, opts.alreadyGotFallback)
@@ -30,9 +30,10 @@ local function coinGiver(opts)
end
game.save.coins = math.min(9999, (game.save.coins or 0) + opts.amount)
game.save.flags[opts.event] = true
Sound.play(game.data, "Get_Item1")
-- the ReceivedNCoinsText strings carry sound_get_item_1
push(opts.receivedLabel,
("{PLAYER} received\n%d coins!"):format(opts.amount))
("{PLAYER} received\n%d coins!"):format(opts.amount), nil,
TextBox.soundOpts(game, "Get_Item1"))
end)
end
end
+5 -4
View File
@@ -22,8 +22,8 @@ return {
local TextBox = require("src.render.TextBox")
local Commands = require("src.script.Commands")
local t = game.data.text
local function say(label, cb)
game.stack:push(TextBox.new(game, t[label] or label, cb))
local function say(label, cb, sopts)
game.stack:push(TextBox.new(game, t[label] or label, cb, sopts))
end
if game.save.flags.EVENT_GOT_OLD_AMBER then
@@ -39,8 +39,9 @@ return {
game.save.flags.EVENT_GOT_OLD_AMBER = true
Commands.hide_object({ save = game.save, overworld = ow, game = game },
"MUSEUM_1F", "MUSEUM1F_OLD_AMBER")
require("src.core.Sound").play(game.data, "Get_Item1")
say("_Museum1FScientist2ReceivedOldAmberText", done)
-- .ReceivedOldAmberText carries sound_get_item_1
say("_Museum1FScientist2ReceivedOldAmberText", done,
TextBox.soundOpts(game, "Get_Item1"))
end)
end,
+19 -19
View File
@@ -38,9 +38,9 @@ local function starterBall(askText, species, choseFlag, ownBall,
-- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1.
-- The received text carries sound_get_key_item (OaksLab.asm
-- OaksLabReceivedMonText); the jingle plays as the box opens
-- (same beat as the Yellow port's starter, #668).
{ "play_sound", "Get_Key_Item" }, -- 8
-- OaksLabReceivedMonText), so the jingle fires once the box has
-- typed out and holds it (same beat as the Yellow port's starter, #668).
{ "text_sound", "Get_Key_Item" }, -- 8
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
{ "give_pokemon", species, 5 }, -- 10
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
@@ -54,7 +54,7 @@ local function starterBall(askText, species, choseFlag, ownBall,
{ "face_object", 1, "up" }, -- 15
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
{ "text_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
{ "show_text", "_OaksLabRivalReceivedMonText",
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
@@ -106,8 +106,8 @@ return {
{ "check_item", "OAKS_PARCEL" },
{ "jump_if_false", "raise_young" },
-- OaksLabOak1Text.got_parcel → RivalArrives + OakGivesPokedex
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
@@ -128,8 +128,8 @@ return {
{ "face_object", 1, "up" },
{ "face_object", 5, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", 1, "up" },
@@ -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" })
+15 -8
View File
@@ -38,8 +38,8 @@ return {
{ "jump_if_false", "raise_young" },
-- .DeliverParcelText: parcel handover, then the Pokédex scene
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
@@ -62,8 +62,8 @@ return {
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", RIVAL, "up" },
@@ -113,8 +113,8 @@ return {
{ "jump_if_true", "come_see" },
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "give_item", "POKE_BALL", 5, false },
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
@@ -176,7 +176,7 @@ return {
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
rows[#rows + 1] = { "text_sound", "Get_Key_Item" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
@@ -196,7 +196,7 @@ return {
rows[#rows + 1] = { "face_object", OAK1, "down" }
-- OaksLabPlayerReceivedMonText clears wMonDataLocation, so AskName runs (#1013)
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
rows[#rows + 1] = { "text_sound", "Get_Key_Item" }
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5 }
-- DisablePikachuOverworldSpriteDrawing keeps it in the ball (#1009)
@@ -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" })
+21 -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" },
},
},
}
@@ -294,6 +297,7 @@ M.BILLS_HOUSE = {
M.ROUTE_25 = {
onEnter = function(game, ow)
game.save.pikachuMapScriptActive = nil
local flags = game.save.flags
if flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING then return end
local Commands = require("src.script.Commands")
@@ -326,6 +330,7 @@ M.VERMILION_CITY = {
-- only read while EVENT_1ST_LOCK_OPENED is unset (the gym is only
-- reachable through this map, so a fresh visit always re-rolls).
onEnter = function(game, ow)
game.save.pikachuMapScriptActive = nil
local puz = game.save.trashPuzzle or {}
game.save.trashPuzzle = puz
puz.first = love.math.random(0, 7) * 2
@@ -1058,6 +1063,7 @@ 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 +1073,8 @@ 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 +1239,7 @@ 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
+8 -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
@@ -645,8 +648,10 @@ local function mtMoonFossil(itemId, otherName, gotFlag)
end
local idef = game.data.items[itemId]
game.stringBuffer = idef and idef.name or itemId
require("src.core.Sound").play(game.data, "Get_Key_Item")
local dirs = mtMoonNerdWalk(ow.player.cellX, ow.player.cellY, itemId)
-- MtMoonB2FReceivedFossilText: text_far, sound_get_key_item,
-- text_waitbutton -- the jingle plays after the box has typed and
-- the button wait comes after it
game.stack:push(TextBox.new(game,
t._MtMoonB2FReceivedFossilText
or ("{PLAYER} got the\n" .. game.stringBuffer .. "!"),
@@ -659,11 +664,11 @@ local function mtMoonFossil(itemId, otherName, gotFlag)
ow.runner:run({
{ "walk_npc", 1, dirs },
{ "text_opts", { auto = true } },
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_MtMoonB2FSuperNerdThenThisIsMineText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "MT_MOON_B2F", otherName },
}, { onDone = done })
end))
end, TextBox.soundOpts(game, "Get_Key_Item")))
end }))
end
end
+22 -21
View File
@@ -8,9 +8,9 @@ local M = {}
local function text(game) return game.data.text end
local function push(game, s, done)
local function push(game, s, done, opts)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, done))
game.stack:push(TextBox.new(game, s, done, opts))
end
-- The question stays on screen under the YES/NO menu. The dojo prize
@@ -142,7 +142,7 @@ M.MT_MOON_POKECENTER = {
local Commands = require("src.script.Commands")
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,
},
@@ -263,7 +263,7 @@ M.SILPH_CO_7F = {
{ "jump_if_false", "box_full" },
-- flag ahead of the jingle, like the Celadon EEVEE (#426)
{ "set_flag", "EVENT_GOT_LAPRAS" },
{ "play_sound", "Get_Item1" },
{ "text_sound", "Get_Item1" },
{ "show_text", "_GotMonText", { RAM = "LAPRAS" } },
{ "show_text", "_SilphCo7FSilphWorkerM1LaprasDescriptionText" },
{ "jump", "end" },
@@ -307,12 +307,11 @@ M.COPYCATS_HOUSE_2F = {
return
end
game.stringBuffer = game.data.items.TM_MIMIC.name
require("src.core.Sound").play(game.data, "Get_Item1")
Bag.remove(game.save, "POKE_DOLL", 1)
game.save.flags.EVENT_GOT_TM31 = true
push(game, t._CopycatsHouse2FCopycatReceivedTM31Text, function()
push(game, t._CopycatsHouse2FCopycatTM31Explanation1Text, done)
end)
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
end)
end)
end,
@@ -478,7 +477,6 @@ M.CELADON_MART_ROOF = {
return
end
game.save.flags[g.flag] = true
require("src.core.Sound").play(game.data, "Get_Item1")
local subs = { player = game.save.player.name,
ram = game.data.items[g.tm].name }
local explain = fill(t[g.explain] or "", subs)
@@ -490,7 +488,7 @@ M.CELADON_MART_ROOF = {
else
done()
end
end)
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
end)
end,
onCancel = done,
@@ -512,25 +510,28 @@ 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()
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)
end)
game.stringBuffer = game.data.items.NUGGET.name
push(game, t._Route24CooltrainerM1ReceivedNuggetText, function()
push(game, t._Route24CooltrainerM1JoinTeamRocketText,
battleOrDone)
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
return
end
battleOrDone()
+30 -17
View File
@@ -4,9 +4,9 @@ local M = {}
local function text(game) return game.data.text end
local function push(game, s, done)
local function push(game, s, done, opts)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, done))
game.stack:push(TextBox.new(game, s, done, opts))
end
-- fill the extracted text placeholders ({RAM:...}, {PLAYER})
@@ -25,8 +25,8 @@ local function gift(opts)
local t = text(game)
local itemName = game.data.items[opts.item].name
local subs = { ram = itemName, player = game.save.player.name }
local function say(label, fallback, cb)
push(game, fill(t[label] or fallback, subs), cb)
local function say(label, fallback, cb, sopts)
push(game, fill(t[label] or fallback, subs), cb, sopts)
end
if game.save.flags[opts.flag] then
say(opts.already or opts.explain, "It's a useful\nitem, isn't it?", done)
@@ -39,15 +39,16 @@ local function gift(opts)
end
game.save.flags[opts.flag] = true
local idef = game.data.items[opts.item]
require("src.core.Sound").play(game.data,
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1")
-- the received texts carry sound_get_item_1 / sound_get_key_item, so
-- the jingle only fires once that box has typed out
say(opts.received, "{PLAYER} received\n{RAM:}!", function()
if opts.explain then
say(opts.explain, "", done)
else
done()
end
end)
end, require("src.render.TextBox").soundOpts(game,
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1"))
end
if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
end
@@ -508,12 +509,12 @@ 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 +568,12 @@ 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 +597,8 @@ 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 +622,11 @@ 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 +735,7 @@ local JIGGLYPUFF_SILENCE, JIGGLYPUFF_STEP, JIGGLYPUFF_TAIL = 32, 24, 48
-- Built as a TextBox `auto` table: auto.sound fires the frame the last
-- 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 +781,13 @@ 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 +800,7 @@ 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 +875,11 @@ 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 +911,11 @@ 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")
+21
View File
@@ -28,6 +28,14 @@
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
-- successful give, which is what makes the leader's talk script retry
-- later (gyms.lua).
--
-- `badgeSound` / `tmSound` are the text sound command each gym's reward
-- text carries right after its FIRST label -- home/text.asm TextCommand_SOUND
-- plays it once that page has typed out and then blocks on
-- WaitForSoundToFinish, so the jingle sits between the pages rather than
-- under them. macros/scripts/text.asm defines sound_level_up as
-- sound_get_item_1, so Pewter's and Viridian's badge lines are Get_Item1
-- too. Vermilion, Celadon and Fuchsia carry no sound on the badge text.
local function range(prefix, first, last)
local t = {}
@@ -50,6 +58,8 @@ return {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
{ "ROUTE_22", "ROUTE22_RIVAL1" },
},
badgeSound = "Get_Item1", -- sound_level_up
tmSound = "Get_Item1",
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
@@ -64,6 +74,8 @@ return {
gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
badgeSound = "Get_Key_Item",
tmSound = "Get_Item1",
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
},
@@ -76,6 +88,7 @@ return {
gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
tmSound = "Get_Key_Item",
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
},
@@ -89,6 +102,7 @@ return {
gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
tmSound = "Get_Item1",
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
},
@@ -102,6 +116,7 @@ return {
gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
tmSound = "Get_Key_Item",
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
},
@@ -115,6 +130,8 @@ return {
gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
badgeSound = "Get_Key_Item",
tmSound = "Get_Item1",
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
},
@@ -128,6 +145,8 @@ return {
gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
badgeSound = "Get_Key_Item",
tmSound = "Get_Item1",
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
},
@@ -141,6 +160,8 @@ return {
gotFlag = "EVENT_GOT_TM27",
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
badgeSound = "Get_Item1", -- sound_level_up
tmSound = "Get_Item1",
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
},
+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
+22 -16
View File
@@ -96,14 +96,14 @@ The launcher asks the same question of a mod's dependencies: one whose hard
dependency does not run on the selected game reads `Needs <id> (not for Gold)`,
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
@@ -118,10 +118,11 @@ Gen 2 games no longer loads on Red, Blue or Yellow. Say `["all"]` or list both
generations if you want both.
Two riders. **A hard dependency that does not run here takes the dependent down
with it**, as a skip rather than a failure and carrying the dependency's own
wording (`depends on X, which does not run here (For Blue, not Red)`), so the
whole chain has to cover the same games. And **the claim is yours, not the last
word**: it is the manager's `TRY HERE ANYWAY` row that lets a player run a mod
with it** (unless scoped to specific games, e.g.
`dependencies: [{ id = "x", games = ["gen2"] }]`), as a skip rather than a
failure and carrying the dependency's own wording (`depends on X, which does not
run here (For Blue, not Red)`), so the whole chain has to cover the same games.
And **the claim is yours, not the last word**: it is the manager's `TRY HERE ANYWAY` row that lets a player run a mod
whose author never opted in, which is the only route for a mod written before
the field existed. The override is per game -- `options.modsGen2[id]` is a
`{ [version] = true }` table, so forcing a mod onto Red does not force it onto
@@ -474,6 +475,8 @@ 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
@@ -531,8 +534,9 @@ gains a field instead of the name gaining a prefix.
`pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`,
`battle.crit`, `battle.accuracy`, `battle.turn_order`,
`battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`,
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`
and `battle.catch_exp`. One payload difference: Gen 1's vanilla
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`,
`battle.catch_exp`, `battle.bottom_ui_visible` and
`battle.status_hud_visible`. One payload difference: Gen 1's vanilla
`battle.low_health_alarm` link reads `ctx.battle.data`, and Gold's battle
screen has no `.data` field, so the Gen 2 site **adds** `ctx.data` beside the
Gen 1 keys. A mod that calls `nextFn` is unaffected; one that reaches through
@@ -544,11 +548,13 @@ gains a field instead of the name gaining a prefix.
each row's decision in `evolution.check`. The hook passes `data` where Gen 1
passes `game`; positions 2-4 (mon, row, trigger) match.
- *The frame (`src/core/Game2.lua`):* hooks `input.step`, `input.pointer`,
`render.zones`, `render.compose`, `render.letterbox`, `render.hud`. Each sits
`render.zones`, `render.compose`, `render.output_enabled`, `render.output`,
`render.letterbox`, `render.hud`. Each sits
at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it
-- the logic tick before the pad is read, a pointer the touch overlay gets
first refusal on, the palette zone list handed to the present pass, the
letterbox, and the finished playfield rect -- and carries the same payload.
composed frame before GBCFX, the letterbox, and the finished playfield rect
-- and carries the same payload.
`render.hud`'s `gameX` / `gameY` really is where Gold's dialogue boxes and
menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale`
compute the same number. `render.zones` is handed `nil` in GBC mode (Gold
+125 -1
View File
@@ -21,6 +21,76 @@ luajit tools/gen_registry_docs.lua
luajit tools/gen_registry_docs.lua ../gen1recomp.wiki
```
## Manifest specification (`manifest.json`)
Every mod contains a root `manifest.json` defining its metadata, supported games, and dependencies for the engine loader.
```json
{
"id": "my_mod",
"name": "My Cool Mod",
"version": "1.0.0",
"api": 2,
"entry": "main.lua",
"profile": "content",
"category": "GAMEPLAY",
"games": ["gen1", "gen2"],
"game_version": ">=0.0.0-dev <2.0.0",
"priority": 100,
"dependencies": [
"helper_lib@^1.0.0",
{ "id": "pokegear_cards", "games": ["gen2"], "range": "^1.0.0", "github": "1jamie/pokegear_cards" }
],
"optional_dependencies": [
"gen1_modern_ui"
],
"conflicts": [],
"permissions": ["engine_internals"],
"description": "A brief description of the mod.",
"github": "author/my_mod"
}
```
### Manifest Fields
| Field | Type | Description |
| --- | --- | --- |
| `id` | `string` | Unique identifier (lowercase alphanumeric, underscores, hyphens). |
| `name` | `string` | Human-readable title shown in launcher and manager. |
| `version` | `string` | Semantic version string (e.g. `"1.0.0"`). |
| `api` | `integer` | Mod API level (`2` for current standard, `1` for legacy). |
| `entry` | `string` | Entry Lua file path relative to mod root (usually `"main.lua"`). |
| `profile` | `string` | Mod profile: `"content"`, `"overhaul"`, or `"total_conversion"`. |
| `category` | `string` | Categorization chip (e.g. `"GAMEPLAY"`, `"CONTENT"`, `"UI"`, `"AUDIO"`). |
| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, or `["all"]`. |
| `game_version`| `string` | Semver range of required engine version (e.g. `">=0.0.0-dev <2.0.0"`). |
| `priority` | `integer` | Load priority order (lower numbers load earlier; dependencies always precede dependents regardless of priority). |
| `dependencies` | `array` | Hard required dependencies. A mod will not load if a required dependency is missing or disabled for the active game. |
| `optional_dependencies` | `array` | Soft dependencies. Guarantees that if the target mod is present and active, it loads *before* this mod without blocking load if absent. |
| `conflicts` / `incompatible` | `array` | List of mod IDs that cannot run concurrently with this mod. |
| `permissions` | `array` | Requested privileges (e.g. `["engine_internals"]`, `["network"]`, `["filesystem"]`). |
| `github` | `string` | GitHub repository (`"owner/repo"`) used for update checks and dependency download links. |
### Declaring Dependencies & Scoping
Dependencies in `dependencies` and `optional_dependencies` can be declared in several formats:
1. **Simple string**: `"mod_id"`
2. **Version-pinned string**: `"mod_id@^1.2.0"`
3. **Repository-hinted string**: `"mod_id#owner/repo"` or `"mod_id@^1.2.0#owner/repo"`
4. **Structured object**:
```json
{
"id": "mod_id",
"range": "^1.2.0",
"games": ["gen2"],
"github": "owner/repo"
}
```
#### Version-Scoped Dependencies
When a mod supports multiple games (`"games": ["gen1", "gen2"]`), a dependency can specify `"games": ["gen2"]` to indicate it is only required when booting Gen 2. When booting Gen 1, the engine will ignore the dependency, preventing unnecessary boot blocks on games that do not need it.
## Mods and Gold (Gen 2)
The mod API is one API across both generations, but Gold runs its own battle
@@ -66,7 +136,8 @@ 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
@@ -439,6 +510,20 @@ oldest queued event as `"action,x,y"` in submitted-frame coordinates, or `nil`.
This is what lets a mod lay the two passes out as two stacked Game Boy screens,
or push one onto a second screen, without the engine knowing the layout.
`render.output_enabled` and `render.output` are the later, whole-window seam
for mods that need the engine's normal composite rather than its separate
layers. It runs after registered present pipelines and before GBCFX,
`render.hud`, and touch controls. A mod wraps both hooks: the first returns
`true` only while output ownership is needed, and the second receives
`(next, ctx)` with `canvas`, `width`, `height`, `gameX`, `gameY`, `gameWidth`,
`gameHeight`, `scale`, `dpiX`,
`dpiY`, and `generation`. Returning `true` from `render.output` takes over the
window; calling `next(ctx)` keeps the normal presentation. Both hooks default
to `false`. Enabling the seam requires a full-window canvas for that frame.
With no `render.output` subscriber, or while `render.output_enabled` is false,
the existing presentation path is unchanged. `render.compose` takes precedence
when it owns the frame.
`screen.render_visible` receives `(next, state)` while the main screen is being
composed. Return `false` to omit that state from drawing, opacity selection and
palette-zone ownership. The state remains on the stack and keeps its normal
@@ -454,6 +539,7 @@ identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
control the battle text/menu layer and the HP/status panels. Both receive
`(next, state)` and default to `true`, so vanilla rendering is unchanged.
Both hooks apply to Gen 1 and Gen 2 battles.
Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
for that battle, so hiding the bottom layer cannot leave their white backing
behind under another overlay. Text boxes also pass through the hook as their
@@ -544,3 +630,41 @@ local both = mod.datetime:dateTime(game, createdAt)
The live `game` supplies only the current option context. Formatting never
mutates the save, options, or timestamp, and invalid timestamps return
`"----"`.
## Device power information
Sandboxed mods can read the host's battery state without receiving the rest
of `love.system`:
```lua
local state, percent = mod.device:powerInfo()
```
`state` follows LÖVE's values: `"unknown"`, `"battery"`, `"nobattery"`,
`"charging"`, or `"charged"`. `percent` is `0` through `100`, or `nil` when
the platform cannot report it. The facade is read-only and does not expose
URL launching, clipboard access, or other system operations.
## Real-world steps
On iOS and Android the game counts the player's real-world steps natively
(HealthKit / the hardware step counter). A mod reaches that bridge through
the `steps` permission in `manifest.json`, which the player sees in the
mod manager like every other permission:
```lua
if mod.steps:available() then
mod.steps:sync() -- async; OS consent sheet on first use
end
-- later, at a quiet moment:
local walk = mod.steps:poll() -- { steps = n, from = ?, to = ? } or nil
```
`available()` is `false` on builds without the bridge (desktop) and for
mods without the permission, so a probe is always safe. `sync()` asks the
platform to refresh its count and returns whether there was a bridge to
ask. `poll()` returns the next delivery for this mod — the engine consumes
the native side's pending file itself, each permissioned mod receives its
own copy of a delivery, and steps are anchored natively so the same walk
is never delivered twice. Without the permission, `sync` and `poll` raise
an error naming it.
+2 -1
View File
@@ -19,13 +19,14 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
* **Soft reset button combination**
* **Keyboard and controller rebinding**
* **Mod profiles** with separate mod settings and save slots
* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage, so it cannot reach the rest of your device
* **Improved launcher and save editor UI**, including background downloads and update checks
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
* **Custom boot branding**
## Pokémon Gold (Gen 2)
A fourth game the launcher can import and play, built from pret/pokegold the same way Red/Blue/Yellow are built from pokered. Port extras beyond the cartridge:
A fourth game the launcher can import and play, built from pret/pokegold the same way Red/Blue/Yellow are built from pokered (and pokeyellow). Port extras beyond the cartridge:
* **COLOR, zoom, tilt, GBC FX, and quick save/load**
* **UI that stays fixed while the overworld zooms**
+26 -12
View File
@@ -258,20 +258,34 @@ row on the detail screen. The launcher's dependency verdict asks the same
question of your dependencies: a mod whose hard dependency does not run on the
selected game reads `Needs <id> (not for Gold)` rather than `Ready`.
### Scoping dependencies per game / generation
For mods targeting multiple generations (`"games": ["gen1", "gen2"]`), a hard
dependency can be scoped to specific games so that it is only enforced when
booting those games:
```json
"dependencies": [
{ "id": "pokegear_cards", "games": ["gen2"], "range": "^1.0.0", "github": "1jamie/pokegear_cards" }
]
```
When booting a Gen 1 game (Red, Blue, Yellow), the engine loader sees that
`pokegear_cards` is scoped to `"gen2"` and will not skip or block the parent mod
on Gen 1. When booting Gen 2 (Gold), `pokegear_cards` is strictly required.
For conditional integrations where the dependency is optional across the board,
`optional_dependencies` remains the standard pattern.
### One limit worth knowing
**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.
+49
View File
@@ -0,0 +1,49 @@
# RFC 0008 — Read-only device power information for sandboxed mods
## Status
Proposed. Engine: `Loader.lua`, `Sandbox.lua`. Test:
`tests/modkit/cases/device_power_info.lua`.
## Motivation
A handheld UI mod can show the player's battery state and warn before power
loss. The sandbox correctly removes `love.system` because that module also
launches URLs and exposes other host operations, but it leaves no scoped way
to read the harmless power values that LÖVE already provides.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua`: blocked host modules stay
blocked while legitimate operations receive narrow engine-owned facades.
## The exact API delta
Add `mod.device:powerInfo() -> state, percent`.
The engine calls `love.system.getPowerInfo()` outside the mod sandbox and
returns only its first two values. `state` is one of LÖVE's standard power
states. `percent` is `0` through `100` or `nil`. When the platform has no
power-information backend, the result is `"unknown", nil`.
No permission grants access to `love.system`; URL launching, clipboard access,
OS identification, and the module table itself remain unavailable.
## Migration note for existing mods
Mods that used `love.system.getPowerInfo()` replace that call with
`mod.device:powerInfo()`. No other mod changes.
## Parity tests
- **No mod:** loading no mods does not call the platform power backend.
- **Mod API:** a fixture mod loaded through the public loader receives state
and percentage through `mod.device`, while the existing sandbox suite keeps
proving that direct `love.system` access is refused.
- **Unavailable backend:** the public facade returns `"unknown", nil` rather
than inventing battery data or failing mod load.
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system` block
remains in force.
+68
View File
@@ -0,0 +1,68 @@
# RFC 0009 — Permission-gated step bridge for sandboxed mods
## Status
Proposed. Engine: `Steps.lua` (new), `Loader.lua`, `Manifest.lua`,
`Sandbox.lua`. Test: `tests/modkit/cases/steps_bridge.lua`. Issue: #1186.
## Motivation
The iOS and Android builds count the player's real-world steps natively
(#452, #489), exposed to Lua as `love.system.syncHealthSteps()` and
delivered as `steps_pending.json` in the save-directory root. The sandbox
correctly blocks both — `love.system` also launches URLs, and the file API
names paths — but that leaves the bridge with no consumer: the mod that
step counting was built for (Pokéwalker, steps→EXP) can no longer be
written.
## The decision it extends
Extends the mod sandbox in `src/mods/Sandbox.lua` (blocked host modules
stay blocked; legitimate operations receive narrow engine-owned facades)
and the permission model `network` established: a `manifest.json`
permission the player sees in the mod manager that genuinely gates a
capability.
## The exact API delta
A new manifest permission token, `steps`, and a `mod.steps` facade:
- `mod.steps:available() -> boolean` — whether this build carries the
native bridge. Answers `false` without the permission, so a probe stays
quiet.
- `mod.steps:sync() -> boolean` — asks the platform to refresh its count
(async; the OS consent sheet still appears on first use, exactly as
before the sandbox). `false` when there is no bridge.
- `mod.steps:poll() -> { steps = n, from = iso?, to = iso? } | nil` — the
next delivery for this mod, engine-consumed from the pending file. Each
permissioned mod receives its own copy of a delivery.
Without the permission, `sync` and `poll` raise an error naming the
missing permission, the way the network gate does. The engine owns the
pending file: mods never learn its name or location, and only the three
contract fields travel. No new event, hook, or registry names.
## Migration note for existing mods
Mods that called `love.system.syncHealthSteps()` and read
`steps_pending.json` themselves add `"steps"` to `permissions` and switch
to `mod.steps:sync()` / `mod.steps:poll()`. No other mod changes.
## Parity tests
- **No mod:** with nothing installed the bridge is never called and a
pending file on disk is left untouched.
- **Mod API:** a fixture mod with the permission syncs and receives a
delivery through the public loader; two permissioned mods both receive
the same walk; a second poll returns nil.
- **No permission:** `available()` is false and the acting calls name the
missing permission; the sandbox suite keeps proving direct
`love.system` access is refused.
- **Malformed delivery:** a bad or empty pending file is dropped whole
rather than crashing a poll (the native anchor only advances on a
successful sync, so nothing is lost).
## Deprecation etiquette
Nothing deprecated. The facade is additive; the sandbox's `love.system`
and `love.filesystem` blocks remain in force.
+12 -1
View File
@@ -26,7 +26,7 @@ JSON parsing, and sha256 verification run on a background `love.thread`
## Version.lua fields
`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
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@@ -0,0 +1 @@
/Users/bryanbassett/Documents/development/pokemon-gen1-recomp-project/.bazinga/mods/timekeepers_hut
+4
View File
@@ -23,6 +23,10 @@ Ship `gen1tls.dll` (or `libgen1tls.so` / `libgen1tls.dylib`) **next to** the
fused executable. Mods load it through LuaJIT FFI; no .NET runtime is
required on the player's machine.
Official Windows release zips get `gen1tls.dll` from CI: a `windows-2022`
job publishes this project and `scripts/build.sh`'s Windows packaging copies
it beside `gen1recomp.exe` (see `GEN1TLS_DLL` / `dist/native/win-x64`).
## Android
On Android, the matching API is exposed as `love.system.tlsOpen` /
+19 -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
@@ -261,6 +261,21 @@ build_win() {
cp "$love_dir"/*.dll "$out_dir"/
cp "$love_dir"/license.txt "$out_dir"/ 2>/dev/null || true
# Native AOT TLS dialer for outbound wss:// (e.g. Archipelago hosted rooms).
# Release CI builds this on windows-2022 (Native AOT can't cross-compile
# win-x64 from the Mac runner) and either exports GEN1TLS_DLL or drops the
# file at dist/native/win-x64/gen1tls.dll before calling build.sh.
local tls_dll="${GEN1TLS_DLL:-}"
if [ -z "$tls_dll" ] && [ -f "$DIST/native/win-x64/gen1tls.dll" ]; then
tls_dll="$DIST/native/win-x64/gen1tls.dll"
fi
if [ -n "$tls_dll" ] && [ -f "$tls_dll" ]; then
cp "$tls_dll" "$out_dir/gen1tls.dll"
say "bundled gen1tls.dll for Windows TLS (wss://)"
else
warn "gen1tls.dll not found — Windows zip will not support wss:// (set GEN1TLS_DLL or build native/tls_dial)"
fi
# The exe's icon lives in love.exe's PE resources, so it must be patched
# BEFORE the .love is appended: peresed rewrites the whole file and would
# drop the fused bytes. peresed (pipx install pe_tools) has no .ico input,
@@ -400,6 +415,9 @@ EOF
grep -q '^FUSE_PATH="\$APPDIR/game.love"$' "$appdir/AppRun" \
|| fail "failed to enable FUSE_PATH in AppRun (upstream AppRun changed?)"
sed -i '' 's|^exec "\$APPDIR/bin/love"|if [ -n "$WAYLAND_DISPLAY" ] \&\& [ -z "$SDL_VIDEODRIVER" ]; then export SDL_VIDEODRIVER=x11; fi\
exec "$APPDIR/bin/love"|' "$appdir/AppRun"
# Match the upstream image's compression (gzip, 128K blocks) so the
# bundled runtime can read it.
local sfs_out="$WORK/game.squashfs"
+43 -25
View File
@@ -20,9 +20,9 @@
# - macOS + Xcode (xcodebuild)
# - mobile/ios/love-src/ (see --fetch / mobile/ios/README.md)
#
# Output: dist/ios/<Config>-<sdk>/gen1recomp.app (convenience copy)
# dist/ios/gen1recomp.ipa (device builds only)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp.app
# Output: dist/ios/<Config>-<sdk>/gen1recomp++.app (convenience copy)
# dist/ios/gen1recomp++.ipa (device builds only)
# mobile/ios/build/Build/Products/<Config>-<sdk>/gen1recomp++.app
set -euo pipefail
@@ -39,8 +39,9 @@ RESOURCES_DIR="$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/$APP_NAME.ipa"
+6
View File
@@ -405,6 +405,12 @@ if [ -z "\$LUA_CPATH" ]; then
fi
export LUA_CPATH="\$APPDIR/lib/lua/5.1/?.so;\$LUA_CPATH"
# SDL2 on Wayland crashes during desktop drag-and-drop in certain compositors;
# default to X11/XWayland when available to ensure rock-solid drag-drop stability.
if [ -n "\$WAYLAND_DISPLAY" ] && [ -z "\$SDL_VIDEODRIVER" ]; then
export SDL_VIDEODRIVER=x11
fi
exec "\$APPDIR/bin/love" --fused "\$APPDIR/game.love" "\$@"
EOF
chmod +x "$APPDIR/AppRun"
+6
View File
@@ -35,4 +35,10 @@ find_love() {
LOVE_BIN="$(find_love)" \
|| fail "LÖVE not found, run scripts/setup.sh (or install from https://love2d.org)"
# SDL2 on Wayland crashes during desktop drag-and-drop in certain compositors;
# default to X11/XWayland when available to ensure rock-solid drag-drop stability.
if [ -n "${WAYLAND_DISPLAY:-}" ] && [ -z "${SDL_VIDEODRIVER:-}" ]; then
export SDL_VIDEODRIVER=x11
fi
exec "$LOVE_BIN" "$ROOT" "$@"
+153 -82
View File
@@ -501,6 +501,9 @@ local function makeBattler(data, mon, isPlayer, save)
badgeBoosts = badgeBoosts,
statuses = data.statuses,
shownHP = mon.hp, -- the HP the bar displays (UpdateHPBar drain)
-- the bar's own length in GetHPBarLength pixels; it trails shownHP
-- because UpdateHPBar_AnimateHPBar slides it one pixel at a time
shownPx = Timing.hpBarPixels(mon.hp, math.max(1, mon.stats.hp)),
-- HUD status label (DrawHUDsAndHPBars); mon.status can land mid-move
-- while the tilemap still shows the prior condition until the next
-- post-action HUD refresh (core.asm after Execute*Move)
@@ -563,10 +566,6 @@ local function markOwned(game, species)
local dex = game.save.pokedex
if dex then
dex.seen[species] = true
if not dex.owned[species] then
-- new dex page registered (SFX_DEX_PAGE_ADDED)
require("src.core.Sound").play(game.data, "Dex_Page_Added")
end
dex.owned[species] = true
end
end
@@ -613,6 +612,7 @@ local function newBattle(game)
self.phase = "intro"
self.menuIndex = 1
self.moveIndex = 1
self.playerMoveListIndex = 1
self.frame = 0
return self
end
@@ -929,6 +929,22 @@ 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
-- WaitForSoundToFinish for a sound an act() has already started: PlayCry
-- ends in `jp WaitForSoundToFinish` (home/pokemon.asm), so every cry in
-- Gen 1 holds whatever the ROM does next. `src` is the audio source, or a
-- getter the row calls at execution time when the source is only known then.
function BattleState:waitSfxNext(src)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert,
{ waitSound = type(src) == "function" and src
or function() return src end })
end
-- sayNext for a page that ends in `text_end` (see sayAuto) (#765)
function BattleState:sayNextAuto(text, delay)
self.nextInsert = (self.nextInsert or 0) + 1
@@ -1016,22 +1032,39 @@ function BattleState:stepHPDrain()
and b.shownHP >= b.drainFloor then
goal = b.drainFloor
end
local maxHP = math.max(1, b.mon.stats.hp)
local playerSide = (b == self.player)
local targetPx = Timing.hpBarPixels(b.shownHP, maxHP)
if not b.shownPx then b.shownPx = targetPx end
if (b.drainHold or 0) > 0 then
b.drainHold = b.drainHold - 1
busy = true
elseif b.shownPx ~= targetPx then
-- .barAnimationLoop redraws the bar one pixel at a time, `ld c, 2 /
-- call DelayFrames` apiece (:141-148), so a single HP point that
-- spans several pixels still slides instead of jumping
b.shownPx = b.shownPx + ((b.shownPx > targetPx) and -1 or 1)
b.drainHold = Timing.HP_BAR_PIXEL_STEP - 1
busy = true
elseif b.shownHP ~= goal then
local maxHP = math.max(1, b.mon.stats.hp)
local playerSide = (b == self.player)
local cost = 0
local spent = 0
-- consume whole HP steps until this frame's budget is spent; on the
-- enemy HUD several free steps can land in the same frame
while b.shownHP ~= goal and cost < 1 do
local nextHP = b.shownHP + ((b.shownHP > goal) and -1 or 1)
cost = cost + Timing.hpDrainStepFrames(b.shownHP, nextHP,
maxHP, playerSide)
b.shownHP = nextHP
repeat
b.shownHP = b.shownHP + ((b.shownHP > goal) and -1 or 1)
spent = spent + (playerSide and Timing.HP_BAR_HP_STEP or 0)
targetPx = Timing.hpBarPixels(b.shownHP, maxHP)
until b.shownHP == goal or targetPx ~= b.shownPx or spent >= 1
if spent > 0 then
b.drainHold = spent - 1
elseif targetPx ~= b.shownPx then
-- the enemy HUD printed no number, so this frame is already the
-- first of the pixel step the crossing just asked for
b.shownPx = b.shownPx + ((b.shownPx > targetPx) and -1 or 1)
b.drainHold = Timing.HP_BAR_PIXEL_STEP - 1
else
b.drainHold = 0
end
b.drainHold = math.max(0, cost - 1)
b.draining = true
busy = true
elseif b.draining then
@@ -1255,13 +1288,13 @@ 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 +1394,11 @@ 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
@@ -1420,7 +1458,7 @@ end
function BattleState:playEntranceCry(battler)
local mon = battler and battler.mon
if not mon then return end
require("src.core.Sound").playCry(self.data, mon.species,
return require("src.core.Sound").playCry(self.data, mon.species,
mon.status == "SLP" and 37 or 11)
end
@@ -1544,7 +1582,23 @@ function BattleState:enter()
-- default stays opaque for every other battle and for older saves.
self.isOpaque = self:bgMode() ~= "world"
self.introSlide = Timing.BATTLE_SLIDE_IN_FRAMES
self.showEnemyTrainer = self.kind == "trainer" and self.trainerPic ~= nil
-- GetTrainerInformation .linkBattle (home/trainers2.asm:26-31): the link
-- foe's pic is RedPicFront whatever either save looks like, and
-- InitBattleCommon loads and tilemaps it at hlcoord 12,0 for every
-- wIsInBattle == 2 battle (core.asm:6681-6688), the link one included.
-- wEnemyMonSpecies2 is zeroed under it, so the pic palette is PAL_MEWMON
-- exactly as it is for a trainer.
if self.kind == "link" and not self.trainerPic then
local frontPath, frontTrueColor =
require("src.pokemon.Sprites").playerPath(self.data, "front",
{ kind = "battle", battle = self })
if frontPath and require("src.render.Assets").exists(frontPath) then
self.trainerPic = getImage(frontPath, namedPalette(self.data, "MEWMON"),
frontTrueColor)
end
end
self.showEnemyTrainer = (self.kind == "trainer" or self.kind == "link")
and self.trainerPic ~= nil
-- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the
-- HUD corner/underline tiles under them (PlacePlayerHUDTiles /
-- PlaceEnemyHUDTiles, draw_hud_pokeball_gfx.asm:119-165) on screen with
@@ -1576,13 +1630,13 @@ function BattleState:enter()
-- a different point in each battle kind, so queue it per branch
local function queueEnemyCry()
self:act(function()
self:playEntranceCry(self.enemy)
self:waitSfxNext(self:playEntranceCry(self.enemy))
end)
end
-- PrintBeginningBattleText (engine/battle/common_text.asm:10-19): a wild
-- battle calls PlayCry BEFORE PrintText WildMonAppearedText, so the cry
-- sounds with the "Wild X appeared!" box instead of waiting on the A
-- press that clears its `prompt` (#303). The Silph-Scope-less tower
-- battle calls PlayCry BEFORE PrintText WildMonAppearedText, and PlayCry
-- ends in WaitForSoundToFinish, so the cry runs to its end and only then
-- does the "Wild X appeared!" box open (#303). The Silph-Scope-less tower
-- ghost gets no cry at all (common_text.asm:43-48), and neither does the
-- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492).
if self.kind ~= "trainer" and self.kind ~= "link"
@@ -1600,7 +1654,10 @@ function BattleState:enter()
-- The sfx is extracted as "Trainer_Appeared" (tools/rom_manifest.json
-- sfxHeaders, bank 8 / $42bb -- the same header pokered names
-- SFX_Silph_Scope); nothing had ever played it.
if self.kind == "trainer" then
--
-- A link battle is wIsInBattle == 2, so PrintBeginningBattleText takes the
-- same .trainerBattle arm and owes the sfx too (common_text.asm:20-23).
if self.kind == "trainer" or self.kind == "link" then
self:act(function()
self.introSfx = require("src.core.Sound").play(self.data,
"Trainer_Appeared")
@@ -1618,13 +1675,17 @@ function BattleState:enter()
-- battle -- not on a switch, and not when the beaten trainer's pic
-- scrolls back in (#317, #282)
self:act(function() self.introBalls = nil end)
if self.kind == "trainer" then
-- EnemySendOutFirstMon (core.asm:1308-1310): SlideTrainerPicOffScreen
-- walks the foe's pic off the RIGHT edge (hlcoord 18,0, a = 8 tiles,
-- one tile every 2 frames) BEFORE TrainerSentOutText -- the pic does
-- not blink out under the text (#317)
self:act(function() self:slidePic("foe", 0, 64, 4) end)
table.insert(self.queue, { wait = 16 })
if self.kind == "trainer" or self.kind == "link" then
local foeName = self.trainer and self.trainer.name
or self.opponentName or Strings("FOE")
if self.showEnemyTrainer then
-- EnemySendOutFirstMon (core.asm:1308-1310): SlideTrainerPicOffScreen
-- walks the foe's pic off the RIGHT edge (hlcoord 18,0, a = 8 tiles,
-- one tile every 2 frames) BEFORE TrainerSentOutText -- the pic does
-- not blink out under the text (#317)
self:act(function() self:slidePic("foe", 0, 64, 4) end)
table.insert(self.queue, { wait = 16 })
end
self:act(function()
self.showEnemyTrainer = false
-- the slot is EMPTY from here until AnimateSendingOutMon runs below:
@@ -1637,7 +1698,7 @@ function BattleState:enter()
self.enemySendingOut = true
self:slidePic("foe")
end)
self:say(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
self:say(Strings("%s sent\nout %s!", foeName, self.enemy.name))
self:act(function()
-- EnemySendOutFirstMon (core.asm:1421-1434): after the text the
-- pic grows out of the ball (AnimateSendingOutMon), then the cry
@@ -1645,18 +1706,6 @@ function BattleState:enter()
self:startGrowIn(self.enemy)
end)
queueEnemyCry()
elseif self.kind == "link" then
-- Colosseum has no foe trainer pic, but the enemy mon still grows
-- out of the ball after "X sent out Y!" (not the wild "already there"
-- intro that LinkBattle previously inherited from newWild).
self.enemySendingOut = true
self:say(Strings("%s sent\nout %s!", self.opponentName or Strings("FOE"),
self.enemy.name))
self:act(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
end)
queueEnemyCry()
end
-- StartBattle .foundFirstAliveEnemyMon (core.asm:152-156): the `call nz`
-- gates only EnemySendOutFirstMon -- the `ld c, 40 / call DelayFrames`
@@ -1687,7 +1736,7 @@ function BattleState:enter()
-- SendOutMon (core.asm:1757-1762): after the poof the mon grows
-- out of the ball (AnimateSendingOutMon at hlcoord 4,11)
self:startGrowIn(self.player)
self:playEntranceCry(self.player)
self:waitSfxNext(self:playEntranceCry(self.player))
end)
self:markParticipant()
end
@@ -1746,6 +1795,7 @@ 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
@@ -1864,7 +1914,10 @@ function BattleState:update(dt)
if self.phase == "menu" then
for _, b in ipairs({ self.player, self.enemy }) do
if b then
if b.shownHP then b.shownHP = b.mon.hp end
if b.shownHP then
b.shownHP = b.mon.hp
b.shownPx = Timing.hpBarPixels(b.mon.hp, math.max(1, b.mon.stats.hp))
end
b.drainFloor = nil
b.shownStatus = b.mon.status
end
@@ -2044,8 +2097,10 @@ 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 +2123,7 @@ function BattleState:update(dt)
self.phase = "messages"
self.afterQueue = "menu"
else
self.playerMoveListIndex = self.moveIndex
self:resolveTurn(mv)
end
end
@@ -2279,10 +2335,10 @@ function BattleState:oldManThrow()
return
end
self:ballChain("TOSS_ANIM", true, 3, "POKE_BALL")
self:actNext(function()
require("src.core.Sound").play(self.data, "Caught_Mon")
end)
self:sayNext(Strings("All right!\n%s was\ncaught!", self.enemy.name))
-- ItemUseBallText05: text_far, sound_caught_mon, text_promptbutton --
-- the fanfare follows the caught text and holds the prompt
self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Caught_Mon") end)
end)
end
@@ -2423,11 +2479,9 @@ 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 +2489,9 @@ 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)
@@ -2466,7 +2522,7 @@ function BattleState:resolveSwitch(newMon)
self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player)
self:playEntranceCry(self.player)
self:waitSfxNext(self:playEntranceCry(self.player))
end)
end)
self:act(function()
@@ -2945,7 +3001,7 @@ 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
@@ -3778,7 +3834,7 @@ function BattleState:onFaint(battler)
if battler.isPlayer then
-- RemoveFaintedPlayerMon (core.asm:1040-1042): the player mon's
-- faint plays its ordinary species cry -- no Faint_Fall
Sound.playCry(self.data, battler.mon.species)
self.faintCry = Sound.playCry(self.data, battler.mon.species)
elseif self.kind ~= "wild" then
-- FaintEnemyPokemon (core.asm:732-771): the enemy faint plays no
-- species cry; trainer battles get SFX_FAINT_FALL, then SFX_FAINT_THUD
@@ -3793,6 +3849,11 @@ function BattleState:onFaint(battler)
end)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { wait = Timing.FAINT_SLIDE })
if battler.isPlayer then
-- RemoveFaintedPlayerMon ends `call PlayCry / jp PrintText`, and PlayCry
-- is `jp WaitForSoundToFinish`, so "X fainted!" waits out the cry
self:waitSfxNext(function() return self.faintCry end)
end
if not battler.isPlayer and self.kind ~= "wild" then
-- FaintEnemyPokemon's SFX_FAINT_THUD lands as the slide does (after
-- Faint_Fall, before EnemyMonFaintedText)
@@ -3839,9 +3900,12 @@ 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 +3929,7 @@ 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))
@@ -3877,9 +3941,11 @@ function BattleState:awardExp()
-- experience.asm:248 fires per grew-level text
require("src.world.PikachuFollower")
.modifyHappiness(game.save, "LEVELUP", mon)
self:sayNext(Strings("%s grew\nto level %d!", name, lv))
-- GrewLevelText: text_far, sound_level_up, text_end (experience.asm:
-- 369-372); PrintStatsBox only runs once PrintText has returned
self:sayNextWaitSfx(Strings("%s grew\nto level %d!", name, lv),
function() return require("src.core.Sound").play(game.data, "Level_Up") end)
self:uiNext(function()
require("src.core.Sound").play(game.data, "Level_Up")
return StatBox.new(game, mon)
end)
-- After PrintStatsBox, experience.asm reloads the active battler's
@@ -4024,7 +4090,7 @@ function BattleState:enemyMonFainted()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
self:actNext(function()
self:playEntranceCry(self.enemy)
self:waitSfxNext(self:playEntranceCry(self.enemy))
end)
end)
end)
@@ -4063,7 +4129,7 @@ function BattleState:enemyMonFainted()
self:actNext(function()
self.sendingOut = false
self:startGrowIn(self.player)
self:playEntranceCry(self.player)
self:waitSfxNext(self:playEntranceCry(self.player))
end)
end)
return
@@ -4129,15 +4195,17 @@ 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
@@ -4257,7 +4325,7 @@ function BattleState:openReplacementMenu()
self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player)
self:playEntranceCry(self.player)
self:waitSfxNext(self:playEntranceCry(self.player))
end)
end,
})
@@ -4301,11 +4369,10 @@ function BattleState:safariAction(choice)
-- above DoBallTossSpecialEffects's <= ULTRA_BALL check)
self:ballChain(self:tossAnimFor("SAFARI_BALL"), caught, shakes, "SAFARI_BALL")
if caught then
-- ItemUseBallText05's sound_caught_mon: fanfare with the text
self:actNext(function()
require("src.core.Sound").play(self.data, "Caught_Mon")
end)
self:sayNext(Strings("All right!\n%s was\ncaught!", self.enemy.name))
-- ItemUseBallText05: text_far, sound_caught_mon, text_promptbutton --
-- the fanfare follows the caught text and holds the prompt
self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Caught_Mon") end)
-- same ItemUseBall .captured flow as a regular ball
self:act(function() self:storeCaughtMon() end)
else
@@ -4533,8 +4600,12 @@ function BattleState:storeCaughtMon()
markOwned(game, species)
stampOT(game.save, self.enemy.mon)
if isNew then
-- _ItemUseBallText06 + ShowPokedexData
self:sayNext(Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name))
-- _ItemUseBallText06 + ShowPokedexData: text_far, sound_dex_page_added,
-- text_promptbutton (item_effects.asm:624-629), so the fanfare follows
-- the box rather than firing when the dex bit is set
self:sayNextWaitSfx(
Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Dex_Page_Added") end)
self:uiNext(function()
return self:buildScreen("DexEntryMenu", species)
end)
@@ -4684,12 +4755,10 @@ function BattleState:throwBall(ball)
self:ballChain(self:tossAnimFor(ball), caught, shakes, ball)
if caught then
-- ItemUseBallText05 carries sound_caught_mon (item_effects.asm:
-- 608-614): the fanfare sounds with the caught message, before
-- the prompt, not after the text is dismissed
self:actNext(function()
require("src.core.Sound").play(self.data, "Caught_Mon")
end)
self:sayNext(Strings("All right!\n%s was\ncaught!", self.enemy.name))
-- 608-614): text_far, sound_caught_mon, text_promptbutton -- the
-- fanfare follows the caught message and holds the prompt
self:sayNextWaitSfx(Strings("All right!\n%s was\ncaught!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Caught_Mon") end)
self:act(function() self:storeCaughtMon() end)
else
self:sayNext(self:ballMissMessage(shakes))
@@ -5176,7 +5245,8 @@ function BattleState:sgbBattlePals()
local function bar(b)
if not b then return pals.GREENBAR end
local hp = b.shownHP or b.mon.hp
return pals[PaletteFX.barPalName(hp, b.mon.stats.hp)] or pals.GREENBAR
return pals[PaletteFX.barPalName(hp, b.mon.stats.hp, b.shownPx)]
or pals.GREENBAR
end
local function mon(b, placeholder)
if placeholder or not b then return pals.MEWMON or pals.GREENBAR end
@@ -5574,7 +5644,7 @@ function BattleState:drawHUDs(slide)
hudTile(0x73, 8, 16)
drawHPBar(barData, 2, 2,
{ hp = shownHP(self.enemy), stats = self.enemy.mon.stats },
nil, grayFill)
nil, grayFill, nil, self.enemy.shownPx)
hudTile(0x74, 8, 24)
for i = 2, 9 do hudTile(0x76, i * 8, 24) end
hudTile(0x78, 80, 24)
@@ -5655,7 +5725,7 @@ function BattleState:drawHUDs(slide)
end
drawHPBar(barData, 10, 9,
{ hp = shownHP(self.player), stats = self.player.mon.stats },
1, grayFill) -- wHPBarType 1: the $6D cap
1, grayFill, nil, self.player.shownPx) -- wHPBarType 1: the $6D cap
Font.draw(("%3d/%3d"):format(shownHP(self.player), self.player.mon.stats.hp), 88, 80)
hudTile(0x73, 144, 80)
hudTile(0x77, 144, 88)
@@ -5791,6 +5861,7 @@ 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
+1 -1
View File
@@ -108,7 +108,7 @@ local function drawStatusPanel(battle, battler, x, y, player)
HudTiles.drawHPBar(battle.data, tx + 1, ty + 2, {
hp = shownHP(battler),
stats = battler.mon.stats,
}, nil, monoMode(), tw - 5)
}, nil, monoMode(), tw - 5, battler.shownPx)
if player then
Font.draw(("%3d/%3d"):format(shownHP(battler), battler.mon.stats.hp),
+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
+6
View File
@@ -334,6 +334,12 @@ function BattleCheckpoint.restore(game, checkpoint, copy)
battle.player.mon.hp, battle.player.mon.status
battle.enemy.shownHP, battle.enemy.shownStatus =
battle.enemy.mon.hp, battle.enemy.mon.status
-- the bar's own pixel length is derived HUD state, not captured: it
-- settles with shownHP above (UpdateHPBar_AnimateHPBar's end position)
local Timing = require("src.core.Timing")
for _, b in ipairs({ battle.player, battle.enemy }) do
b.shownPx = Timing.hpBarPixels(b.mon.hp, math.max(1, b.mon.stats.hp))
end
local ow = game.overworld
if not ow or type(ow.restoreBattleContinuation) ~= "function"
+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
+44 -15
View File
@@ -73,7 +73,7 @@ end
--
-- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad
-- (the FixedStep callback in Game2:load), so none of it goes through
-- src/render/Renderer.lua or src/core/Game.lua. That explains why the six
-- src/render/Renderer.lua or src/core/Game.lua. That explains why the eight
-- hooks below never used to fire here; it is not a reason they should not. A
-- hook is a contract about a MOMENT in the frame, and Gold has every one of
-- these moments -- so each is raised under the Gen 1 NAME with the Gen 1
@@ -83,6 +83,7 @@ end
-- input.pointer uncaptured pointer events (src/core/Game.lua:887)
-- render.zones the palette pass, pre-blit (src/core/Game.lua:505)
-- render.compose the whole-window composite (Renderer.lua:759)
-- render.output* the normal composed frame (Renderer.lua:1063)
-- render.letterbox the void around the 160x144 blit (Renderer.lua:840)
-- render.hud screen-space UI over the frame (src/core/Game.lua:521)
--
@@ -689,10 +690,26 @@ 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
@@ -1366,12 +1383,14 @@ function Game2:draw()
local zoned = type(zones) == "table" and zones[1] ~= nil
-- A present canvas is paid for only when something reads it: the zone pass,
-- GBC FX, a mod post-process, or a render.compose subscriber about to be
-- handed the finished frame. With none of them the frame draws straight to
-- the screen exactly as it always did.
-- GBC FX, a mod post-process, render.compose, or an enabled render.output
-- subscriber. With none of them the frame draws straight to the screen
-- exactly as it always did.
local composing = ModRuntime.wantsHook("render.compose")
local hasOutputHook = ModRuntime.wantsHook("render.output")
and ModRuntime.call("render.output_enabled", function() return false end) == true
local scene = nil
if zoned or fx or composing or Pipelines.wantsPresent() then
if zoned or fx or composing or Pipelines.wantsPresent() or hasOutputHook then
scene = self:presentCanvas(1, w, h)
end
if not scene then
@@ -1403,7 +1422,7 @@ function Game2:draw()
-- untinted one. On its own the tint rides the final blit and no second
-- canvas is paid for.
local source = scene
local reread = fx or Pipelines.wantsPresent()
local reread = fx or Pipelines.wantsPresent() or hasOutputHook
if zoned and reread then
local tinted = self:presentCanvas(2, w, h)
if tinted then
@@ -1423,15 +1442,25 @@ function Game2:draw()
-- Post-process pipelines run over the finished composite and before GBC
-- FX. Each hands back a canvas; with none registered this returns `source`
-- unchanged and the frame is byte-identical (Renderer.lua:1058).
local scale, _, _, dpi = self:frameFit(w, h)
local scale, ox, oy, dpi = self:frameFit(w, h)
source = Pipelines.present(source, { width = w, height = h, scale = scale,
dpi = dpi, dpiX = dpi, dpiY = dpi }) or source
if fx then
GBCFX.present(source, self:pixelScale(w, h))
else
G.setColor(1, 1, 1, 1)
G.draw(source, 0, 0)
G.setShader()
local outputHandled = hasOutputHook
and ModRuntime.call("render.output", function() return false end, {
canvas = source, width = w, height = h,
gameX = ox, gameY = oy,
gameWidth = 160 * scale, gameHeight = 144 * scale,
scale = scale, dpiX = dpi, dpiY = dpi,
generation = 2,
}) == true
if not outputHandled then
if fx then
GBCFX.present(source, self:pixelScale(w, h))
else
G.setColor(1, 1, 1, 1)
G.draw(source, 0, 0)
G.setShader()
end
end
end
G.pop()
+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
+4
View File
@@ -116,6 +116,8 @@ local physfsMountFn = nil
local function resolveMount()
if physfsMountFn ~= nil then return physfsMountFn end
physfsMountFn = false
if Platform.isUWP() then return physfsMountFn end
if love and love.filesystem and love.filesystem._mounts then return physfsMountFn end
local ok, ffi = pcall(require, "ffi")
if not ok then return physfsMountFn end
pcall(ffi.cdef,
@@ -159,6 +161,8 @@ local physfsUnmountFn = nil
local function resolveUnmount()
if physfsUnmountFn ~= nil then return physfsUnmountFn end
physfsUnmountFn = false
if Platform.isUWP() then return physfsUnmountFn end
if love and love.filesystem and love.filesystem._mounts then return physfsUnmountFn end
local ok, ffi = pcall(require, "ffi")
if not ok then return physfsUnmountFn end
pcall(ffi.cdef, "int PHYSFS_unmount(const char *oldDir);")
+67 -56
View File
@@ -62,6 +62,68 @@ local FILTERS = { "OFF", "1X", "2X", "3X" }
-- The core rows. Helper modules are required lazily under pcall: they are
-- 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 = {
+1136 -193
View File
File diff suppressed because it is too large Load Diff
+167 -12
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"
@@ -1649,7 +1649,7 @@ end
function RomImporter:_installMod(source)
if self.workState == "working" then return end
self.tab = "mods"
local ok, installed, res = pcall(function()
local ok, installed, res, manifest = pcall(function()
local LauncherMods = require("src.mods.LauncherMods")
return LauncherMods.installZip(source)
end)
@@ -1661,6 +1661,17 @@ function RomImporter:_installMod(source)
if installed then
pcall(self._refreshMods, self)
self.modNotice = { ok = true, text = "Installed " .. tostring(res) }
local LauncherMods = require("src.mods.LauncherMods")
local checkTarget = manifest
if not checkTarget and type(res) == "string" then
checkTarget = { id = res }
end
if checkTarget and LauncherMods.checkDependencies then
local depCheck = LauncherMods.checkDependencies(checkTarget)
if depCheck and depCheck.hasIssues then
self._modDepResolver = depCheck
end
end
else
self.modNotice = { ok = false, text = tostring(res) }
end
@@ -2048,6 +2059,15 @@ 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 +2456,15 @@ 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 +2678,14 @@ 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
@@ -2698,6 +2727,43 @@ function RomImporter:fileUrl(path)
end
function RomImporter:keypressed(key)
if self._profileSavePrompt then
if key == "backspace" then
self._profileSavePrompt.text = utf8Back(self._profileSavePrompt.text or "")
elseif key == "return" or key == "kpenter" then
local txt = self._profileSavePrompt and self._profileSavePrompt.text
if txt and txt ~= "" then
local LauncherMods = require("src.mods.LauncherMods")
LauncherMods.saveProfile(txt)
self._profileSavePrompt = nil
self:_disarmTextInput()
if self._refreshMods then self:_refreshMods() end
end
elseif key == "escape" then
self._profileSavePrompt = nil
self:_disarmTextInput()
end
return
end
if self._profileRenamePrompt then
if key == "backspace" then
self._profileRenamePrompt.text = utf8Back(self._profileRenamePrompt.text or "")
elseif key == "return" or key == "kpenter" then
local txt = self._profileRenamePrompt and self._profileRenamePrompt.text
local old = self._profileRenamePrompt and self._profileRenamePrompt.oldName
if txt and txt ~= "" and old then
local LauncherMods = require("src.mods.LauncherMods")
LauncherMods.renameProfile(old, txt)
self._profileRenamePrompt = nil
self:_disarmTextInput()
if self._refreshMods then self:_refreshMods() end
end
elseif key == "escape" then
self._profileRenamePrompt = nil
self:_disarmTextInput()
end
return
end
if self._settingsText then
if key == "backspace" then
self._settingsText.text = utf8Back(self._settingsText.text)
@@ -2741,6 +2807,13 @@ 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
@@ -2860,6 +2933,14 @@ function RomImporter:_commitRename()
end
function RomImporter:textinput(text)
if self._profileSavePrompt then
self._profileSavePrompt.text = utf8Cap((self._profileSavePrompt.text or "") .. text, MAX_SLOT_LABEL)
return
end
if self._profileRenamePrompt then
self._profileRenamePrompt.text = utf8Cap((self._profileRenamePrompt.text or "") .. text, MAX_SLOT_LABEL)
return
end
if self._settingsText then
local st = self._settingsText
st.text = utf8Cap(st.text .. text, st.maxLen or MAX_SLOT_LABEL)
@@ -3054,15 +3135,19 @@ 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 +3155,7 @@ 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 +3167,7 @@ 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
@@ -3342,6 +3427,76 @@ function RomImporter:_pumpModInstall()
else
self.modNotice = { ok = true, text = text }
end
local LauncherMods = require("src.mods.LauncherMods")
local depCheck = LauncherMods.checkDependencies({ id = spec.modId })
if depCheck and depCheck.hasIssues then
self._modDepResolver = depCheck
end
end
-- Start an async pull for a single dependency
function RomImporter:_startDepPull(dep)
if not dep or not dep.github then return end
self._depPullState = self._depPullState or {}
local hFetch = require("src.mods.ModUpdate").beginFetchReleases(dep.github, dep.id, { force = true })
self._depPullState[dep.id] = {
dep = dep,
stage = "fetching",
fetchHandle = hFetch,
}
end
-- Pump all in-flight dependency pulls
function RomImporter:_pumpDepPulls()
if not self._depPullState then return end
local ModUpdate = require("src.mods.ModUpdate")
local LauncherMods = require("src.mods.LauncherMods")
for depId, state in pairs(self._depPullState) do
if state.stage == "fetching" then
local done, releases, err = ModUpdate.pumpFetchReleases(state.fetchHandle)
if done then
if err or not releases or #releases == 0 then
state.stage = "error"
state.err = err or "No downloadable releases found on GitHub"
else
local rel = releases[1]
if not rel or not rel.zip or not rel.zip.url then
state.stage = "error"
state.err = "Latest release has no downloadable .zip asset"
else
local tmpName = ("dep_%s_%s.zip"):format(depId, tostring(rel.version or os.time()))
state.dlHandle = ModUpdate.beginDownloadZip(rel.zip.url, tmpName, rel.zip.size)
state.stage = "downloading"
state.targetVersion = rel.version
end
end
end
elseif state.stage == "downloading" then
local done, localPath, err, progress = ModUpdate.pumpDownloadZip(state.dlHandle)
state.progress = progress
if done then
if err or not localPath then
state.stage = "error"
state.err = err or "Download failed"
else
state.stage = "installing"
local okInst, versionRes = LauncherMods.installDownloadedZip(depId, localPath, state.targetVersion)
if okInst then
state.stage = "done"
pcall(self._refreshMods, self)
if self._modDepResolver and self._modDepResolver.targetMod then
local updated = LauncherMods.checkDependencies(self._modDepResolver.targetMod)
self._modDepResolver = updated
end
else
state.stage = "error"
state.err = tostring(versionRes or "Installation failed")
end
end
end
end
end
end
function RomImporter:_confirmModUpdate(modId, release)
+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
+120 -11
View File
@@ -9,15 +9,16 @@
-- cable pull.
--
-- Cable rules: no experience, no money, no items; either side may RUN
-- (a draw); a fainted mon is auto-replaced by the next healthy party
-- member (the original prompts; documented divergence). Badge stat
-- boosts don't apply on either side (divergence: Gen 1 famously kept
-- them in link battles).
-- (a draw); a fainted mon is replaced from the party menu and the chosen
-- slot rides the wire, the way ChooseNextMon hands it to
-- LinkBattleExchangeData. Badge stat boosts don't apply on either side
-- (divergence: Gen 1 famously kept them in link battles).
local Fingerprint = require("src.link.Fingerprint")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local Logger = require("src.core.Logger")
local Party = require("src.pokemon.Party")
local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local TurnOrder = require("src.battle.TurnOrder")
@@ -257,7 +258,9 @@ function LinkBattle.new(game, net, opts)
self.enemyParty = theirParty
self.playerParty = myParty -- intro ball row uses the clamped copies
self.opponentName = theirName
self.introText = Strings("%s wants\nto battle!", theirName)
-- _TrainerWantsToFightText (data/text/text_2.asm:1257): wIsInBattle == 2
-- takes PrintBeginningBattleText's .trainerBattle arm, link included
self.introText = Strings("%s wants\nto fight!", theirName)
self.remoteHashes = {}
self.localHashes = {}
self.remoteParts = {}
@@ -327,6 +330,68 @@ function LinkBattle.new(game, net, opts)
end)
end
-- ChooseNextMon (engine/battle/core.asm:1086-1103): the replacement after
-- a faint is a free party-menu pick in a link battle too -- DisplayPartyMenu
-- runs first, a fainted pick or a cancel goes back to it
-- (.goBackToPartyMenu), and only the chosen slot rides
-- LinkBattleExchangeData.
local function chooseReplacement(s)
s.linkReplacement = nil
s:uiNext(function()
return s:buildScreen("PartyMenu", {
battle = s,
party = myParty,
forceSwitch = true,
onSwitch = function(mon)
if mon.hp > 0 then s.linkReplacement = mon end
end,
})
end)
s:actNext(function()
local mon = s.linkReplacement
s.linkReplacement = nil
if s.result then return end
if not mon then
chooseReplacement(s)
return
end
for i, m in ipairs(myParty) do
if m == mon then send({ type = "replace", index = i }) break end
end
sendOutPlayer(s, mon)
end)
end
-- ReplaceFaintedEnemyMon (core.asm:892-905) reads the peer's slot back out
-- of the exchange, and EnemySendOutFirstMon (core.asm:1315-1320) decodes it
-- as wSerialExchangeNybbleReceiveData - 4. HandlePlayerMonFainted
-- (core.asm:989-996) always runs ChooseNextMon BEFORE that read, so on a
-- double faint both machines commit their own slot before they block on the
-- peer's; our queue can reach the enemy's handler first, so the wait
-- pre-empts itself with the local pick rather than deadlocking on a message
-- neither side is going to send.
local function awaitReplacement(s)
s:actNext(function()
if s.result then return end
if s.player.mon.hp <= 0 and not s.linkChoiceQueued
and Party.firstHealthy(myParty) then
s.linkChoiceQueued = true
chooseReplacement(s)
awaitReplacement(s)
return
end
local idx = s.remoteReplace
if not idx then
awaitReplacement(s)
return
end
s.remoteReplace = nil
local mon = theirParty[idx]
if not mon or mon.hp <= 0 then mon = Party.firstHealthy(theirParty) end
sendOutEnemy(s, mon)
end)
end
-- decode a remote action message against the enemy battler
local function decodeTheirAction(s, msg)
return decodeWireAction(s, msg, s.enemy)
@@ -540,12 +605,17 @@ function LinkBattle.new(game, net, opts)
submit(s, { type = "action", kind = "run" }, nil)
end
-- fainted mons auto-replace with the next healthy teammate, in party
-- order, identically on both machines
-- linkChoiceQueued: awaitReplacement already pre-empted itself with this
-- side's ChooseNextMon and put the slot on the wire, so the handler the
-- faint queued has nothing left to do but drop the flag
self.playerMonFainted = function(s)
if s.linkChoiceQueued then
s.linkChoiceQueued = nil
return
end
for _, mon in ipairs(myParty) do
if mon.hp > 0 then
s:act(function() sendOutPlayer(s, mon) end)
if not s.result then chooseReplacement(s) end
return
end
end
@@ -558,7 +628,7 @@ function LinkBattle.new(game, net, opts)
self.enemyMonFainted = function(s)
for _, mon in ipairs(theirParty) do
if mon.hp > 0 then
s:act(function() sendOutEnemy(s, mon) end)
if not s.result then awaitReplacement(s) end
return
end
end
@@ -579,6 +649,9 @@ function LinkBattle.new(game, net, opts)
s.remoteHashes[msg.turn or 0] = msg.value
s.remoteParts[msg.turn or 0] = msg.parts
checkHashes(s)
elseif msg.type == "replace" then
local idx = math.floor(tonumber(msg.index) or 1)
s.remoteReplace = math.max(1, math.min(#theirParty, idx))
elseif msg.type == "bye" then
-- only a draw if our own simulation hasn't already decided
-- (the winner's bye can arrive while we're still animating)
@@ -770,6 +843,34 @@ function LinkBattle.newSpectator(game, net, opts)
end)
end
local function awaitHostReplacement(s)
s:actNext(function()
if s.result then return end
local idx = table.remove(s.hostReplace, 1)
if not idx then
awaitHostReplacement(s)
return
end
local mon = hostParty[idx]
if not mon or mon.hp <= 0 then mon = Party.firstHealthy(hostParty) end
sendOutHost(s, mon)
end)
end
local function awaitGuestReplacement(s)
s:actNext(function()
if s.result then return end
local idx = table.remove(s.guestReplace, 1)
if not idx then
awaitGuestReplacement(s)
return
end
local mon = guestParty[idx]
if not mon or mon.hp <= 0 then mon = Party.firstHealthy(guestParty) end
sendOutGuest(s, mon)
end)
end
local function resolveSpecTurn(s, hostMsg, guestMsg)
if hostMsg.kind == "run" or guestMsg.kind == "run" then
endSpectate(s, "The match ended.")
@@ -840,7 +941,7 @@ function LinkBattle.newSpectator(game, net, opts)
self.playerMonFainted = function(s)
for _, mon in ipairs(hostParty) do
if mon.hp > 0 then
s:act(function() sendOutHost(s, mon) end)
if not s.result then awaitHostReplacement(s) end
return
end
end
@@ -852,7 +953,7 @@ function LinkBattle.newSpectator(game, net, opts)
self.enemyMonFainted = function(s)
for _, mon in ipairs(guestParty) do
if mon.hp > 0 then
s:act(function() sendOutGuest(s, mon) end)
if not s.result then awaitGuestReplacement(s) end
return
end
end
@@ -862,6 +963,7 @@ function LinkBattle.newSpectator(game, net, opts)
end
self.hostMsg, self.guestMsg = nil, nil
self.hostReplace, self.guestReplace = {}, {}
local baseUpdate = self.update
self.update = function(s, dt)
net:update()
@@ -875,6 +977,13 @@ function LinkBattle.newSpectator(game, net, opts)
s.hostMsg, s.guestMsg = nil, nil
resolveSpecTurn(s, h, g)
end
elseif inner.type == "replace" then
local idx = math.floor(tonumber(inner.index) or 1)
if msg.side == "host" then
table.insert(s.hostReplace, math.max(1, math.min(#hostParty, idx)))
else
table.insert(s.guestReplace, math.max(1, math.min(#guestParty, idx)))
end
elseif inner.type == "bye" or inner.type == "forfeit" then
if not s.result then endSpectate(s, "The match ended.") end
end
+87 -17
View File
@@ -19,6 +19,7 @@ LinkState.__index = LinkState
LinkState.isOpaque = true
local CURSOR = 0xED
local CURSOR_HOLLOW = 0xEC
local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
-- LuaJIT even though # still reports the full size, so
-- the level picker cycles this string instead of nil,
@@ -114,6 +115,7 @@ end
function LinkState:exitWith(message, reason)
DiscordPresence.setJoinCode(nil)
self.game.linkSession = nil -- back to the player's own GAME SPEED
if self.game.linkNet == self.net then self.game.linkNet = nil end
Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
if self.net then self.net:close() end
self.game.stack:pop()
@@ -519,6 +521,9 @@ function LinkState:startMode(mode, isHost)
})
self.net:send(self.trade:opening())
self.index = 1
self.theirIndex = 1
self.side = "mine"
self.pickChoice = nil
else
self.stage = "battleWait"
-- the host deals the shared RNG seed for the lockstep simulation
@@ -536,7 +541,14 @@ end
-- trade flow
-- -------------------------------------------------------------------
function LinkState:openStats(mon)
if not mon then return end
self.game.linkNet = self.net
Screens.push(self.game, "SummaryMenu", mon)
end
function LinkState:updateTrade(input)
if self.game.linkNet == self.net then self.game.linkNet = nil end
for _, msg in ipairs(self.net:poll()) do
local reply = self.trade:handle(msg)
if reply then self.net:send(reply) end
@@ -591,10 +603,51 @@ function LinkState:updateTrade(input)
return
end
if t.stage == "picking" and input:wasPressed("up") then
self.index = math.max(1, self.index - 1)
-- pokered engine/link/cable_club.asm TradeCenter_SelectMon: A on one of
-- your own mons opens the "STATS TRADE" row (.displayStatsTradeMenu)
-- and only TRADE commits the pick, while the enemy list carries its own
-- cursor whose A shows that mon's status pages (.displayEnemyMonStats).
-- The cart's enemy path sets hl but never wMonDataLocation, the way the
-- battle menu's STATS (engine/battle/core.asm) does, so LoadMonData_ reads
-- the player's party and it draws YOUR mon at that slot -- an omission,
-- not behaviour, so we show the peer's mon.
if t.stage == "picking" and self.pickChoice then
if input:wasPressed("left") then
self.pickChoice = 1
elseif input:wasPressed("right") then
self.pickChoice = 2
elseif input:wasPressed("b") then
self.pickChoice = nil -- .cancelPlayerMonChoice: back to the list, not
-- out of the trade
elseif input:wasPressed("a") then
if self.pickChoice == 1 then
self.pickChoice = nil
self:openStats(self.game.save.party[self.index])
elseif t:canPick(self.index) then
self.pickChoice = nil
self.side = "mine"
self.net:send(t:pick(self.index))
end
end
elseif t.stage == "picking" and input:wasPressed("up") then
if self.side == "theirs" then
self.theirIndex = math.max(1, self.theirIndex - 1)
else
self.index = math.max(1, self.index - 1)
end
elseif t.stage == "picking" and input:wasPressed("down") then
self.index = math.min(#self.game.save.party, self.index + 1)
if self.side == "theirs" then
self.theirIndex = math.min(#(t.theirParty or {}), self.theirIndex + 1)
else
self.index = math.min(#self.game.save.party, self.index + 1)
end
elseif t.stage == "picking" and input:wasPressed("right") then
if t.theirParty and #t.theirParty > 0 then
self.side = "theirs"
self.theirIndex = math.min(self.theirIndex, #t.theirParty)
end
elseif t.stage == "picking" and input:wasPressed("left") then
self.side = "mine"
elseif self.confirmed == nil and input:wasPressed("b") then
-- once confirm=true has been sent to the peer, backing out here
-- would desync the two sides (the peer may already be committing
@@ -603,8 +656,10 @@ function LinkState:updateTrade(input)
self.net:send({ type = "bye" })
self:exitWith(Strings("The trade was\ncancelled."))
elseif t.stage == "picking" and input:wasPressed("a") then
if t:canPick(self.index) then
self.net:send(t:pick(self.index))
if self.side == "theirs" then
self:openStats((t.theirParty or {})[self.theirIndex])
else
self.pickChoice = 1
end
elseif t.stage == "confirming" and self.confirmed == nil then
if input:wasPressed("a") then
@@ -738,25 +793,40 @@ function LinkState:draw()
local label = (mon.nickname or def.name):sub(1, 8)
if not t:canPick(i) then label = label .. "X" end
Font.draw(label, 16, 20 + i * 12)
if i == self.index then Font.drawCode(CURSOR, 8, 20 + i * 12) end
if i == self.index and self.side ~= "theirs" then
Font.drawCode(CURSOR, 8, 20 + i * 12)
end
end
Font.draw(Strings("THEIRS"), 84, 20)
for i, mon in ipairs(t.theirParty or {}) do
local def = self.game.data.pokemon[mon.species]
Font.draw((mon.nickname or def.name):sub(1, 8), 92, 20 + i * 12)
if t.theirPick == i then Font.drawCode(CURSOR, 84, 20 + i * 12) end
if self.side == "theirs" and i == self.theirIndex then
Font.drawCode(CURSOR, 84, 20 + i * 12)
elseif t.theirPick == i then
Font.drawCode(CURSOR_HOLLOW, 84, 20 + i * 12)
end
end
local hint
if t.stage == "waitRecords" then hint = "Comparing games..."
elseif t.stage == "waitParty" then hint = "Exchanging data..."
elseif t.stage == "picking" then
hint = t:canPick(self.index) and "Pick one to trade"
or Strings("X: not on theirs")
elseif t.stage == "waitPick" then hint = "Waiting for them..."
elseif t.stage == "confirming" then
hint = self.confirmed and "Waiting..." or Strings("A: trade B: cancel")
if self.pickChoice then
Font.draw(Strings("STATS"), 16, 128)
Font.draw(Strings("TRADE"), 96, 128)
Font.drawCode(CURSOR, self.pickChoice == 1 and 8 or 88, 128)
else
local hint
if t.stage == "waitRecords" then hint = "Comparing games..."
elseif t.stage == "waitParty" then hint = "Exchanging data..."
elseif t.stage == "picking" then
if self.side == "theirs" then hint = Strings("A: stats")
else
hint = t:canPick(self.index) and "Pick one to trade"
or Strings("X: not on theirs")
end
elseif t.stage == "waitPick" then hint = "Waiting for them..."
elseif t.stage == "confirming" then
hint = self.confirmed and "Waiting..." or Strings("A: trade B: cancel")
end
Font.draw(hint or "", 8, 132)
end
Font.draw(hint or "", 8, 132)
elseif self.stage == "battleWait" or self.stage == "battleRunning" then
drawTitle("LINK BATTLE")
+3 -19
View File
@@ -16,6 +16,7 @@
local Logger = require("src.core.Logger")
local Runtime = require("src.mods.Runtime")
local SafePath = require("src.mods.SafePath")
local unpack = table.unpack or unpack
local loadstring = loadstring or load
@@ -31,25 +32,8 @@ AssetTransform.SOURCE_ROOT = SOURCE_ROOT
AssetTransform.DERIVED_ROOT = DERIVED_ROOT
-- ------- path sandbox
-- a relative path that cannot climb out of the root it is joined to
local function safeRelative(rel)
if type(rel) ~= "string" or rel == "" then return nil end
if rel:sub(1, 1) == "/" then return nil end
if rel:find("\\", 1, true) then return nil end
for segment in rel:gmatch("[^/]+") do
if segment == ".." or segment == "." then return nil end
end
return rel
end
local function requireRelative(rel, what)
local safe = safeRelative(rel)
if not safe then
error(("%s must stay inside its root, got %q"):format(what, tostring(rel)), 0)
end
return safe
end
-- shared with mod:read and the manifest's own paths (src/mods/SafePath.lua)
local requireRelative = SafePath.require
-- ------- the restricted context
+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 = "",
+378 -30
View File
@@ -36,10 +36,13 @@ 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 = {}
local discover -- forward declaration for helper functions above line 343
-- ------- pure status derivation
-- A hard-dependency / conflict / version verdict for one manifest. mods is
@@ -84,31 +87,196 @@ local function statusFor(mods, id, enabledSet, enabled, version, forcedFor)
-- resolveToggle would cascade-enable a merely-disabled dep rather than flag
-- it, so the disabled case is judged straight off the manifest here.
for _, spec in ipairs(m.dependencySpecs or {}) do
local dep = mods[spec.id]
if not dep then
return "warn", "Needs " .. spec.id .. " (not installed)"
elseif not enabledSet[spec.id] then
return "warn", "Needs " .. spec.id .. " (disabled)"
-- installed and on, but not for THIS game: the loader skips the
-- dependency and the skip is contagious (Loader:_enforceDependencies),
-- so a mod that runs everywhere still does not run here
elseif version
and not ModTargets.runsHere(dep, version, nil, forcedFor(spec.id)) then
return "warn", "Needs " .. spec.id .. " (not for "
.. ModTargets.gameLabel(version) .. ")"
elseif spec.range
and not Semver.satisfies(dep.version, spec.range) then
return "warn", "Needs " .. spec.id .. " " .. spec.range
if ModTargets.specApplies(spec, version) then
local dep = mods[spec.id]
if not dep then
return "warn", "Needs " .. spec.id .. " (not installed)"
elseif not enabledSet[spec.id] then
return "warn", "Needs " .. spec.id .. " (disabled)"
-- installed and on, but not for THIS game: the loader skips the
-- dependency and the skip is contagious (Loader:_enforceDependencies),
-- so a mod that runs everywhere still does not run here
elseif version
and not ModTargets.runsHere(dep, version, nil, forcedFor(spec.id)) then
return "warn", "Needs " .. spec.id .. " (not for "
.. ModTargets.gameLabel(version) .. ")"
elseif spec.range
and not Semver.satisfies(dep.version, spec.range) then
return "warn", "Needs " .. spec.id .. " " .. spec.range
end
end
end
return "ok", "Ready"
end
-- Resolves the best-known GitHub owner/repo string for a dependency spec, if any.
function LauncherMods.resolveDependencyRepo(depId, parentManifest, installedDep)
if not depId or depId == "" then return nil end
-- 1. Check spec hint if parentManifest dependencySpecs carries it
if parentManifest and parentManifest.dependencySpecs then
for _, spec in ipairs(parentManifest.dependencySpecs) do
if spec.id == depId and spec.github then
return spec.github
end
end
end
-- 2. Check parentManifest raw dependency_sources
if parentManifest and parentManifest.raw and type(parentManifest.raw.dependency_sources) == "table" then
local src = parentManifest.raw.dependency_sources[depId]
if src then
local ok, clean = pcall(Manifest.parseGithub, src)
if ok and clean then return clean end
end
end
-- 3. Check installed dependency manifest
if installedDep and installedDep.github then
return installedDep.github
end
-- 4. Check ModIndex entries if available
local okModIndex, ModIndex = pcall(require, "src.mods.ModIndex")
if okModIndex and ModIndex and type(ModIndex.sources) == "function" then
for _, src in ipairs(ModIndex.sources() or {}) do
local cached = ModIndex.readCache and ModIndex.readCache(src.feed)
if cached and type(cached.index) == "table" then
for _, entry in ipairs(cached.index) do
if type(entry) == "table" and entry.id == depId and entry.github then
local ok, clean = pcall(Manifest.parseGithub, entry.github)
if ok and clean then return clean end
end
end
end
end
end
return nil
end
-- Inspect manifest dependencies and conflicts against installed mods.
-- Returns: { hasIssues = bool, targetMod = {...}, deps = [ { id, name, range, status, kind, installedVersion, github, safeUrl }, ... ] }
function LauncherMods.checkDependencies(manifest, options, version, installedManifests)
if not manifest then
return { hasIssues = false, targetMod = { name = "Unknown" }, deps = {} }
end
local SaveData = require("src.core.SaveData")
local manifests = installedManifests or discover()
local installedMap = {}
for _, m in ipairs(manifests) do
installedMap[m.id] = m
end
local depsResult = {}
local hasIssues = false
-- 1. Hard Dependencies (dependencySpecs)
if type(manifest.dependencySpecs) == "table" then
for _, spec in ipairs(manifest.dependencySpecs) do
if not version or ModTargets.specApplies(spec, version) then
local depId = spec.id
local range = spec.range
local installedDep = installedMap[depId]
local status = "satisfied"
local installedVersion = installedDep and installedDep.version or nil
if not installedDep then
status = "missing"
hasIssues = true
elseif range and not Semver.satisfies(installedDep.version, range) then
status = "incompatible"
hasIssues = true
end
local ghRepo = LauncherMods.resolveDependencyRepo(depId, manifest, installedDep)
local safeUrl = ghRepo and ("https://github.com/" .. ghRepo) or nil
depsResult[#depsResult + 1] = {
id = depId,
name = (installedDep and installedDep.name) or depId,
range = range,
status = status,
kind = "dependency",
installedVersion = installedVersion,
github = ghRepo,
safeUrl = safeUrl,
}
end
end
end
-- 2. Conflicts / Incompatible Mods (conflictSpecs)
local conflictIdsSeen = {}
local scope = SaveData.modScope and SaveData.modScope(version) or version
local isEnabled = function(modId)
if not options then return true end
local dec = SaveData.modEnabled(options, modId, scope)
if dec ~= nil then return dec == true end
local m = installedMap[modId]
return m and not m.experimental
end
-- (a) Conflicts declared by target manifest
if type(manifest.conflictSpecs) == "table" then
for _, spec in ipairs(manifest.conflictSpecs) do
local conflictId = spec.id
local installedOther = installedMap[conflictId]
if installedOther and isEnabled(conflictId) and not conflictIdsSeen[conflictId] then
conflictIdsSeen[conflictId] = true
hasIssues = true
depsResult[#depsResult + 1] = {
id = conflictId,
name = installedOther.name or conflictId,
status = "conflict",
kind = "conflict",
installedVersion = installedOther.version or "?",
github = nil,
safeUrl = nil,
}
end
end
end
-- (b) Reverse conflicts declared by installed mods against target manifest
if manifest.id then
for _, other in ipairs(manifests) do
if other.id ~= manifest.id and isEnabled(other.id) and not conflictIdsSeen[other.id] then
local conflicts = other.conflictSpecs or {}
for _, spec in ipairs(conflicts) do
if spec.id == manifest.id then
conflictIdsSeen[other.id] = true
hasIssues = true
depsResult[#depsResult + 1] = {
id = other.id,
name = other.name or other.id,
status = "conflict",
kind = "conflict",
installedVersion = other.version or "?",
github = nil,
safeUrl = nil,
}
break
end
end
end
end
end
return {
hasIssues = hasIssues,
targetMod = {
id = manifest.id,
name = manifest.name or manifest.id,
version = manifest.version or "?",
},
deps = depsResult,
}
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 +294,7 @@ 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
@@ -152,10 +319,20 @@ 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,
experimental = m.experimental == true,
dependencySpecs = m.dependencySpecs,
manifest = m,
-- what game this mod is for, and whether it will run on the one the
-- panel is showing (src/mods/ModTargets.lua)
targets = ModTargets.chip(m),
@@ -243,7 +420,7 @@ end
-- Scan "mods/" one level deep for valid manifests (mirrors Loader:_discover,
-- but validates only -- no entry chunk is ever loaded). First id wins on a
-- duplicate. Returns an array of validated manifests.
local function discover()
discover = function()
local fs = love and love.filesystem
local out = {}
if not (fs and fs.getInfo and fs.getDirectoryItems) then return out end
@@ -281,7 +458,14 @@ 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
@@ -364,14 +548,13 @@ 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))
SaveData.saveOptions(options)
LauncherMods.syncActiveProfile(options)
return true
end
@@ -384,9 +567,18 @@ 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)
LauncherMods.syncActiveProfile(options)
return true
end
@@ -652,9 +844,9 @@ function LauncherMods.adoptStrays() return scanStrays(true) end
-- opts.replace = true uninstalls an existing same-id mod first (updates /
-- rollbacks). opts.expectId, when set, refuses a zip whose manifest id differs.
function LauncherMods.installZip(source, opts)
local ok, result, err = pcall(LauncherMods._installZipInner, source, opts)
local ok, result, res2, res3 = pcall(LauncherMods._installZipInner, source, opts)
if not ok then return nil, "import failed: " .. tostring(result) end
return result, err
return result, res2, res3
end
function LauncherMods._installZipInner(source, opts)
@@ -764,7 +956,7 @@ function LauncherMods._installZipInner(source, opts)
return nil, copyErr or "could not copy the mod files"
end
cleanup()
return true, manifest.id
return true, manifest.id, manifest
end
-- Install (or replace) a mod from a GitHub release zip URL.
@@ -843,7 +1035,7 @@ 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 +1064,164 @@ 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
end
-- ----------------------------------------------------------- Mod Profiles (#593)
local ModProfile = require("src.mods.ModProfile")
function LauncherMods.getProfiles(options)
options = options or SaveData.loadOptions()
local manifests = discover()
ModProfile.ensureFirst(options, manifests, options.modOptions)
return options.modProfiles or {}, options.activeProfile or "PROFILE 1"
end
function LauncherMods.applyProfile(profileName, options)
options = options or SaveData.loadOptions()
local profiles = options.modProfiles or {}
local targetProfile
for _, p in ipairs(profiles) do
if p.name == profileName then targetProfile = p; break end
end
if not targetProfile then return false end
ModProfile.restoreVersions(targetProfile, options)
options.activeProfile = profileName
SaveData.saveOptions(options)
return true
end
function LauncherMods.saveProfile(profileName, options)
options = options or SaveData.loadOptions()
local manifests = discover()
options.modProfiles = options.modProfiles or {}
local snap = ModProfile.capture(manifests, options.modOptions, options.modsByVersion)
snap.name = profileName
local existingIdx
for i, p in ipairs(options.modProfiles) do
if p.name == profileName then existingIdx = i; break end
end
if existingIdx then
options.modProfiles[existingIdx] = snap
else
options.modProfiles[#options.modProfiles + 1] = snap
end
options.activeProfile = profileName
SaveData.saveOptions(options)
return snap
end
local function copyTable(tbl)
if type(tbl) ~= "table" then return tbl end
local copy = {}
for k, v in pairs(tbl) do
copy[k] = type(v) == "table" and copyTable(v) or v
end
return copy
end
function LauncherMods.syncActiveProfile(options)
options = options or SaveData.loadOptions()
local activeName = options.activeProfile or "PROFILE 1"
local profiles = options.modProfiles or {}
local manifests = discover()
local snap = ModProfile.capture(manifests, options.modOptions, options.modsByVersion)
snap.name = activeName
local found = false
for i, p in ipairs(profiles) do
if p.name == activeName then
profiles[i] = snap
found = true
break
end
end
if not found then
profiles[#profiles + 1] = snap
end
options.modProfiles = profiles
options.activeProfile = activeName
SaveData.saveOptions(options)
return snap
end
function LauncherMods.duplicateProfile(sourceName, options)
options = options or SaveData.loadOptions()
local profiles = options.modProfiles or {}
local sourceProfile
for _, p in ipairs(profiles) do
if p.name == sourceName then sourceProfile = p; break end
end
if not sourceProfile then return nil end
local baseName = sourceName .. " (Copy)"
local newName = baseName
local n = 1
local taken = {}
for _, p in ipairs(profiles) do taken[p.name] = true end
while taken[newName] do
n = n + 1
newName = sourceName .. " (" .. n .. ")"
end
local snap = {
name = newName,
enabled = copyTable(sourceProfile.enabled),
options = copyTable(sourceProfile.options),
slots = copyTable(sourceProfile.slots),
enabledByVersion = copyTable(sourceProfile.enabledByVersion),
}
profiles[#profiles + 1] = snap
options.modProfiles = profiles
options.activeProfile = newName
SaveData.saveOptions(options)
return snap
end
function LauncherMods.renameProfile(oldName, newName, options)
options = options or SaveData.loadOptions()
if not newName or newName == "" then return false end
local profiles = options.modProfiles or {}
for i, p in ipairs(profiles) do
if p.name == oldName then
p.name = newName
if options.activeProfile == oldName then
options.activeProfile = newName
end
SaveData.saveOptions(options)
return true
end
end
return false
end
function LauncherMods.deleteProfile(profileName, options)
options = options or SaveData.loadOptions()
options.modProfiles = options.modProfiles or {}
local newProfiles = {}
for _, p in ipairs(options.modProfiles) do
if p.name ~= profileName then newProfiles[#newProfiles + 1] = p end
end
options.modProfiles = newProfiles
if options.activeProfile == profileName then
local fallback = newProfiles[1] and newProfiles[1].name or "PROFILE 1"
LauncherMods.applyProfile(fallback, options)
else
SaveData.saveOptions(options)
end
return true
+171 -66
View File
@@ -12,12 +12,15 @@ local Manifest = require("src.mods.Manifest")
local Merge = require("src.mods.Merge")
local ModTargets = require("src.mods.ModTargets")
local Registry = require("src.mods.Registry")
local SafePath = require("src.mods.SafePath")
local Sandbox = require("src.mods.Sandbox")
local Schemas = require("src.mods.Schemas")
local Semver = require("src.mods.Semver")
local Events = require("src.mods.Events")
local Gen2Compat = require("src.mods.Gen2Compat")
local Hooks = require("src.mods.Hooks")
local Runtime = require("src.mods.Runtime")
local Steps = require("src.mods.Steps")
local Loader = {}
Loader.__index = Loader
@@ -72,10 +75,12 @@ local function orderedIds(mods, filter)
return ids
end
-- ------- dev-mode permissions tripwire
-- Attribution only: the shim delegates unconditionally and blocks nothing.
-- Installed once per process and only when the loader runs in dev mode, so a
-- player build has zero interposition.
-- ------- the require gate
-- Two jobs in one interposition. The engine_internals/network scan is
-- attribution only and stays dev-mode: it warns and delegates. The
-- Sandbox.moduleDenial check is not -- require("io") would hand back
-- package.loaded.io and undo the whole mod environment -- so it is installed
-- in player builds too, for any boot that has mods on it.
local devShim = { installed = false, permissions = {}, warned = {}, depth = 0 }
@@ -135,7 +140,8 @@ end
local function scanRequire(name)
local modId = Runtime.currentMod
if not modId or type(name) ~= "string" then return end
if type(modId) ~= "string" then modId = Runtime.modRequire end
if type(modId) ~= "string" or type(name) ~= "string" then return end
local granted = devShim.permissions[modId] or {}
local function warnOnce(permission)
local key = modId .. "|" .. permission .. "|" .. name
@@ -188,6 +194,7 @@ function Loader:_installDevShim()
for id, mod in pairs(self.mods) do
devShim.permissions[id] = mod.manifest.permissionSet
end
devShim.dev = self.dev
if devShim.installed then return end
devShim.installed = true
local delegate = require
@@ -195,12 +202,22 @@ function Loader:_installDevShim()
-- only the mod's own call is the mod's doing; whatever that module
-- requires in turn is the engine wiring itself up
if devShim.depth == 0 then
scanRequire(name)
-- Backstop for the deny list Sandbox.envFor's require already applies:
-- an engine module requiring io is the engine wiring itself up, a mod
-- doing it is the hole this closes, and any future path that runs mod
-- code without a sandbox env still lands here.
local owner = Runtime.currentMod or Runtime.modRequire
if owner or callerIsMod(3) then
local id = type(owner) == "string" and owner or nil
local denial = Sandbox.moduleDenial(name, devShim.permissions[id])
if denial then error(("[%s] %s"):format(id or "mod", denial), 0) end
end
if devShim.dev or devShim.generation ~= 1 then scanRequire(name) end
-- The Gen 1 name a mod asked for, answered by the Gen 2 arm behind it.
-- Engine code keeps the real module: src/render/PaletteFX.lua:776
-- requires src.core.Game on both generations and means it.
if devShim.generation ~= 1 and Gen2Compat.serves(name)
and callerIsMod(3) then
and (owner or callerIsMod(3)) then
local adapter = Gen2Compat.resolve(name, Runtime.currentMod)
if adapter then
local key = "adapter|" .. name
@@ -235,7 +252,7 @@ function Loader.new(opts)
events = Events.new(), hooks = Hooks.new(), content = {}, assets = {},
exports = {}, migrations = {}, order = {},
modSave = {}, modOptions = {}, optionSchemas = {}, imageCache = {},
modInput = {},
modInput = {}, modEnv = {}, stepsQueues = {},
fs = (opts and opts.fs) or (love and love.filesystem),
dev = dev,
-- Which generation this boot is (1 or 2). Fixed at construction: the
@@ -270,8 +287,7 @@ 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())
@@ -358,11 +374,13 @@ function Loader:_writeOptionSchemas()
-- demand; using it here means older mods do not need to migrate to
-- mod.options:define just to appear in a launcher settings screen.
if schema == nil and mod.manifest.options_schema and self.fs.load then
local chunk = self.fs.load(mod.path .. "/" .. mod.manifest.options_schema)
if chunk then
local ok, rows = pcall(chunk)
if ok and type(rows) == "table" then schema = rows end
end
local ok, rows = pcall(function()
local path = SafePath.join(mod.path, mod.manifest.options_schema,
"options_schema")
local chunk = Sandbox.loadFile(self.fs, path, self:_modEnv(mod))
return chunk and chunk()
end)
if ok and type(rows) == "table" then schema = rows end
end
if schema ~= nil then
mods[id] = schema
@@ -562,42 +580,46 @@ end
-- hard dependencies must exist, be enabled, have survived, and satisfy their
-- range; run to a fixpoint so failures propagate to dependents transitively
function Loader:_enforceDependencies()
local targetVersion = self:_targetVersion()
local generation = self.generation
local changed = true
while changed do
changed = false
for _, id in ipairs(orderedIds(self.mods, isActive)) do
local mod = self.mods[id]
for _, spec in ipairs(mod.manifest.dependencySpecs) do
local dep = self.mods[spec.id]
local reason, skip
if not dep then
reason = "missing dependency: " .. spec.id
elseif not dep.enabled then
reason = ("dependency %s is disabled"):format(spec.id)
elseif dep.state == "wrong_generation" then
-- the gate's skip is contagious as a SKIP, not as a failure: the
-- dependency has no bug to report and neither does this mod, so
-- nothing here lands on the boot error list
skip = true
-- carry the dependency's own reason: it names the game or the
-- missing gen2compat, and a guess here would name the wrong one
reason = ("depends on %s, which does not run here (%s)")
:format(spec.id, dep.skipReason or "not made for this game")
elseif dep.failed then
reason = ("dependency %s failed to load"):format(spec.id)
elseif spec.range
and not Semver.satisfies(dep.manifest.version, spec.range) then
reason = ("needs %s@%s, found %s")
:format(spec.id, spec.range, dep.manifest.version)
end
if reason then
if skip then
self:_skip(mod, "wrong_generation", reason)
else
self:_fail(mod, "blocked_dependency", reason)
if ModTargets.specApplies(spec, targetVersion, generation) then
local dep = self.mods[spec.id]
local reason, skip
if not dep then
reason = "missing dependency: " .. spec.id
elseif not dep.enabled then
reason = ("dependency %s is disabled"):format(spec.id)
elseif dep.state == "wrong_generation" then
-- the gate's skip is contagious as a SKIP, not as a failure: the
-- dependency has no bug to report and neither does this mod, so
-- nothing here lands on the boot error list
skip = true
-- carry the dependency's own reason: it names the game or the
-- missing gen2compat, and a guess here would name the wrong one
reason = ("depends on %s, which does not run here (%s)")
:format(spec.id, dep.skipReason or "not made for this game")
elseif dep.failed then
reason = ("dependency %s failed to load"):format(spec.id)
elseif spec.range
and not Semver.satisfies(dep.manifest.version, spec.range) then
reason = ("needs %s@%s, found %s")
:format(spec.id, spec.range, dep.manifest.version)
end
if reason then
if skip then
self:_skip(mod, "wrong_generation", reason)
else
self:_fail(mod, "blocked_dependency", reason)
end
changed = true
break
end
changed = true
break
end
end
end
@@ -607,6 +629,8 @@ end
-- Tarjan SCC over the hard-dependency graph: only a cycle's own members
-- fail, so an unrelated mod beside a cycle still loads
function Loader:_failCycles()
local targetVersion = self:_targetVersion()
local generation = self.generation
local mods = self.mods
local counter, stack, onStack, index, low = 0, {}, {}, {}, {}
local cycles = {}
@@ -617,14 +641,16 @@ function Loader:_failCycles()
onStack[id] = true
local selfEdge = false
for _, spec in ipairs(mods[id].manifest.dependencySpecs) do
local dep = mods[spec.id]
if spec.id == id then selfEdge = true end
if dep and isActive(dep) and spec.id ~= id then
if not index[spec.id] then
connect(spec.id)
if low[spec.id] < low[id] then low[id] = low[spec.id] end
elseif onStack[spec.id] and index[spec.id] < low[id] then
low[id] = index[spec.id]
if ModTargets.specApplies(spec, targetVersion, generation) then
local dep = mods[spec.id]
if spec.id == id then selfEdge = true end
if dep and isActive(dep) and spec.id ~= id then
if not index[spec.id] then
connect(spec.id)
if low[spec.id] < low[id] then low[id] = low[spec.id] end
elseif onStack[spec.id] and index[spec.id] < low[id] then
low[id] = index[spec.id]
end
end
end
end
@@ -675,6 +701,8 @@ end
-- Kahn over the surviving graph with the ready set kept in (priority, id)
-- order, so dependencies come first and the rest matches the v1 contract
function Loader:_order()
local targetVersion = self:_targetVersion()
local generation = self.generation
local pending, indegree, dependents = {}, {}, {}
for _, id in ipairs(orderedIds(self.mods, isActive)) do
pending[id], indegree[id] = true, 0
@@ -687,9 +715,17 @@ function Loader:_order()
dependents[depId][#dependents[depId] + 1] = id
indegree[id] = indegree[id] + 1
end
for _, spec in ipairs(manifest.dependencySpecs) do edge(spec.id) end
for _, spec in ipairs(manifest.dependencySpecs) do
if ModTargets.specApplies(spec, targetVersion, generation) then
edge(spec.id)
end
end
-- optional dependencies order without requiring anything
for _, spec in ipairs(manifest.optionalSpecs) do edge(spec.id) end
for _, spec in ipairs(manifest.optionalSpecs) do
if ModTargets.specApplies(spec, targetVersion, generation) then
edge(spec.id)
end
end
end
local ordered = {}
local function nextId()
@@ -981,6 +1017,40 @@ function Loader:_api(mod)
return DateTime.dateTime(game, timestamp)
end,
},
-- The read-only part of love.system that device UIs legitimately need.
-- Do not expose the module: openURL and clipboard access stay sandboxed.
device = {
powerInfo = function()
local getPowerInfo = love and love.system and love.system.getPowerInfo
if not getPowerInfo then return "unknown", nil end
local state, percent = getPowerInfo()
return state, percent
end,
},
-- The native step bridge (#1186), behind the "steps" permission the
-- player sees in the mod manager: sync asks the platform to refresh
-- its count, poll hands this mod its copy of what the bridge
-- delivered. The engine owns the pending file -- a mod never names a
-- path, it only receives { steps, from, to }. available() answers
-- false without the permission (a probe stays quiet); the calls that
-- would do something name the missing permission instead, the way the
-- network gate does.
steps = (function()
if mod.manifest.permissionSet.steps then
loader.stepsQueues[modId] = loader.stepsQueues[modId] or {}
return {
available = function() return Steps.available() end,
sync = function() return Steps.sync() end,
poll = function() return Steps.poll(loader, modId) end,
}
end
local function refuse()
error(('[%s] mod.steps needs the "steps" permission in '
.. "manifest.json"):format(modId), 2)
end
return { available = function() return false end,
sync = refuse, poll = refuse }
end)(),
-- namespaced per mod; M11 backs these with save.modData /
-- options.modOptions, the shape mods compile against is already final
save = {
@@ -1091,9 +1161,11 @@ function Loader:_api(mod)
-- assets keeps the v1 alias to the content accessors and adds the file
-- helpers on top, so mod.assets.pokemon and mod.assets:image both resolve
api.assets = setmetatable({
path = function(_, relative) return mod.path .. "/" .. relative end,
path = function(_, relative)
return SafePath.join(mod.path, relative, "mod.assets:path")
end,
image = function(_, relative)
local full = mod.path .. "/" .. relative
local full = SafePath.join(mod.path, relative, "mod.assets:image")
local cached = loader.imageCache[full]
if cached then return cached end
assert(love and love.graphics,
@@ -1103,9 +1175,10 @@ function Loader:_api(mod)
return image
end,
}, { __index = api.content })
-- the mod's own directory and nothing above it: PhysFS already refuses a
-- climb, but loader.fs is injectable and has no such floor
function api:read(relative)
local path = self.path .. "/" .. relative
return loader.fs.read(path)
return loader.fs.read(SafePath.join(self.path, relative, "mod:read"))
end
-- mod.world materializes on first touch, like the image helper above: a
-- headless load must not drag the world stack in, and the Game the facade
@@ -1149,9 +1222,21 @@ function Loader:_game()
return engineRequire("src.core.Game")
end
-- The environment every chunk this mod authors runs in, built once per mod so
-- its entry file and its options_schema share one globals table.
function Loader:_modEnv(mod)
local id = mod.manifest.id
local env = self.modEnv[id]
if not env then
env = Sandbox.envFor({ modId = id, permissions = mod.manifest.permissionSet })
self.modEnv[id] = env
end
return env
end
function Loader:_loadMod(mod)
local path = mod.path .. "/" .. mod.manifest.entry
local chunk, err = self.fs.load(path)
local path = SafePath.join(mod.path, mod.manifest.entry, "manifest entry")
local chunk, err = Sandbox.loadFile(self.fs, path, self:_modEnv(mod))
if not chunk then error(err or ("unable to load " .. path)) end
local api = self:_api(mod)
local result = chunk(api)
@@ -1183,6 +1268,7 @@ function Loader:_rollback(modId)
self.optionSchemas[modId] = nil
self.migrations[modId] = nil
self.modSave[modId] = nil
self.stepsQueues[modId] = nil
end
-- a mod that explicitly swears it stays link-compatible while writing into a
@@ -1306,13 +1392,30 @@ 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
@@ -1349,10 +1452,12 @@ function Loader:load(data)
-- every touch: a mod captures the facade at file scope, before Game2 has a
-- save or a world (src/mods/Gen2Compat.lua).
Gen2Compat.bind(function() return self:_game() end)
-- Dev mode wants the permissions tripwire; a Gold boot with mods on it wants
-- the Gen 1-only require report, which is the difference between "the mod
-- does nothing" and knowing why. A Gold boot with no mods pays nothing.
if self.dev or (self.generation ~= 1 and next(self.mods) ~= nil) then
-- Any boot with mods on it needs the gate, because require("io") is how a
-- mod would walk out of Sandbox.envFor. Dev mode adds the permissions
-- tripwire on top, and a Gold boot the Gen 1-only require report -- the
-- difference between "the mod does nothing" and knowing why. A boot with no
-- mods pays nothing.
if self.dev or next(self.mods) ~= nil then
self:_installDevShim()
end
for _, mod in ipairs(ordered) do
+15 -9
View File
@@ -8,6 +8,8 @@ local Font = require("src.render.Font")
local GameVersion = require("src.core.GameVersion")
local ModTargets = require("src.mods.ModTargets")
local Runtime = require("src.mods.Runtime")
local SafePath = require("src.mods.SafePath")
local Sandbox = require("src.mods.Sandbox")
local SaveData = require("src.core.SaveData")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
@@ -735,8 +737,7 @@ 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
@@ -936,13 +937,18 @@ function ManagerState:schemaFor(m)
local schema = loader.optionSchemas and loader.optionSchemas[m.id]
if schema == nil and m.options_schema and m.path
and loader.fs and loader.fs.load then
local chunk = loader.fs.load(m.path .. "/" .. m.options_schema)
if chunk then
local ok, rows = pcall(chunk)
if ok and type(rows) == "table" then
schema = rows
if loader.optionSchemas then loader.optionSchemas[m.id] = schema end
end
-- mod-authored code, so it runs in the same sandbox the entry chunk does
local ok, rows = pcall(function()
local path = SafePath.join(m.path, m.options_schema, "options_schema")
local mod = loader.mods and loader.mods[m.id]
local env = mod and loader._modEnv and loader:_modEnv(mod)
or Sandbox.envFor()
local chunk = Sandbox.loadFile(loader.fs, path, env)
return chunk and chunk()
end)
if ok and type(rows) == "table" then
schema = rows
if loader.optionSchemas then loader.optionSchemas[m.id] = schema end
end
end
return schema
+80 -26
View File
@@ -3,13 +3,15 @@
-- that need to stat a file, this owns shape, vocabulary and range grammar.
local Logger = require("src.core.Logger")
local ModTargets = require("src.mods.ModTargets")
local SafePath = require("src.mods.SafePath")
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
local Manifest = {}
Manifest.PROFILES = { content = true, overhaul = true, total_conversion = true }
Manifest.PERMISSIONS = { network = true, filesystem = true, engine_internals = true }
Manifest.PERMISSIONS = { network = true, filesystem = true,
engine_internals = true, steps = true }
-- link-relevant registries; a mod that writes into one of these while
-- declaring affects_link = false gets an attributed warning from the loader
@@ -31,26 +33,6 @@ local function violation(strict, id, message)
Logger.warn("[%s] %s", tostring(id), message)
end
-- "id" or "id@<range>"; a malformed id or range fails for every api level
-- because there is no sane fallback reading for it
local function parseSpecs(list, field)
local specs = {}
for _, entry in ipairs(list) do
assert(type(entry) == "string" and entry ~= "",
field .. " entries must be non-empty strings")
local id, range = entry:match("^([%w_%-]+)@(.+)$")
if not id then
id = entry:match("^([%w_%-]+)$")
assert(id, ("malformed %s entry %q"):format(field, entry))
range = nil
end
local ok, err = Semver.validRange(range)
assert(ok, ("malformed %s range in %q: %s"):format(field, entry, tostring(err)))
specs[#specs + 1] = { id = id, range = range }
end
return specs
end
-- Optional GitHub repo for launcher auto-update / other-versions.
-- Accepts "owner/repo" or a github.com URL; empty/absent means no updates.
function Manifest.parseGithub(value)
@@ -73,6 +55,69 @@ function Manifest.parseGithub(value)
return owner .. "/" .. repo
end
-- "id", "id@<range>", "id@<range>#<github>", "id#<github>", or table entry
local function parseSpecs(list, field, sources)
local specs = {}
sources = type(sources) == "table" and sources or {}
for _, entry in ipairs(list) do
local id, range, ghHint, gamesRaw, gameVersion
if type(entry) == "table" then
id = entry.id
range = entry.range or entry.version
ghHint = entry.github or entry.repo
gamesRaw = entry.games or entry.game
gameVersion = entry.game_version
elseif type(entry) == "string" and entry ~= "" then
local main, hashRepo = entry:match("^([^#]+)#(.*)$")
if main then
entry = main
ghHint = hashRepo
end
id, range = entry:match("^([%w_%-]+)@(.+)$")
if not id then
id = entry:match("^([%w_%-]+)$")
assert(id, ("malformed %s entry %q"):format(field, entry))
range = nil
end
else
error(field .. " entries must be non-empty strings or tables")
end
assert(id, ("malformed %s entry"):format(field))
local ok, err = Semver.validRange(range)
assert(ok, ("malformed %s range in %q: %s"):format(field, tostring(entry), tostring(err)))
if gameVersion then
local okV, errV = Semver.validRange(gameVersion)
assert(okV, ("malformed %s game_version range in %q: %s"):format(field, tostring(entry), tostring(errV)))
end
local parsedGames = nil
if gamesRaw ~= nil then
if type(gamesRaw) == "string" then gamesRaw = { gamesRaw } end
assert(type(gamesRaw) == "table", "dependency games must be a string or table")
local normalized, unknown = ModTargets.normalize(gamesRaw)
assert(#unknown == 0, ("unknown game in %s: %s"):format(field, table.concat(unknown, ", ")))
parsedGames = normalized
end
local parsedGh = nil
local rawGh = ghHint or sources[id]
if rawGh then
local okGh, cleanGh = pcall(Manifest.parseGithub, rawGh)
if okGh and cleanGh then parsedGh = cleanGh end
end
specs[#specs + 1] = {
id = id,
range = range,
github = parsedGh,
games = parsedGames,
game_version = gameVersion,
}
end
return specs
end
-- conflicts + incompatible (alias) merged, first-wins on duplicate ids
local function mergeConflictLists(conflicts, incompatible)
local seen, out = {}, {}
@@ -144,6 +189,9 @@ function Manifest.validate(raw, path)
assert(type(raw.name) == "string" and raw.name ~= "", "manifest name is required")
assert(type(raw.version) == "string" and raw.version ~= "", "manifest version is required")
assert(type(raw.entry) == "string" and raw.entry ~= "", "manifest entry is required")
-- every manifest path is joined to the mod's own directory, so none of them
-- may climb out of it (src/mods/SafePath.lua)
local entry = SafePath.require(raw.entry, "manifest entry")
-- absent means 1: full v1 compat, schema violations downgrade to warnings
assert(raw.api == nil or tonumber(raw.api) ~= nil, "manifest api must be a number")
@@ -229,27 +277,32 @@ function Manifest.validate(raw, path)
local affectsLink = profile ~= "content" and not language
if type(raw.affects_link) == "boolean" then affectsLink = raw.affects_link end
local function optionalFile(value, field)
local function optionalString(value, field)
if value == nil then return nil end
assert(type(value) == "string" and value ~= "", field .. " must be a file path")
return value
end
local function optionalFile(value, field)
local text = optionalString(value, field)
return text and SafePath.require(text, field)
end
local conflicts = mergeConflictLists(raw.conflicts, raw.incompatible)
return {
id = raw.id,
name = raw.name,
version = raw.version,
entry = raw.entry,
entry = entry,
api = api,
priority = tonumber(raw.priority) or 0,
dependencies = array(raw.dependencies),
optional_dependencies = array(raw.optional_dependencies),
conflicts = conflicts,
incompatible = array(raw.incompatible),
dependencySpecs = parseSpecs(array(raw.dependencies), "dependencies"),
optionalSpecs = parseSpecs(array(raw.optional_dependencies), "optional_dependencies"),
dependencySpecs = parseSpecs(array(raw.dependencies), "dependencies", raw.dependency_sources),
optionalSpecs = parseSpecs(array(raw.optional_dependencies), "optional_dependencies", raw.dependency_sources),
conflictSpecs = parseSpecs(conflicts, "conflicts"),
category = raw.category or "OTHER",
game_version = raw.game_version,
@@ -265,7 +318,8 @@ function Manifest.validate(raw, path)
permissionSet = permissionSet,
options_schema = optionalFile(raw.options_schema, "options_schema"),
assets_transforms = optionalFile(raw.assets_transforms, "assets_transforms"),
force_enable_env = optionalFile(raw.force_enable_env, "force_enable_env"),
-- an env var name, not a path, so it keeps the plain string check
force_enable_env = optionalString(raw.force_enable_env, "force_enable_env"),
path = path,
raw = raw,
}
+9 -3
View File
@@ -334,9 +334,15 @@ function ModIndex.compatIssues(entry, ctx)
local function eachSpec(spec, fn)
if type(spec) ~= "table" then return end
for k, v in pairs(spec) do
if type(k) == "number" and type(v) == "string" then
local id, range = v:match("^([^@]+)@(.+)$")
fn(id or v, range)
if type(k) == "number" then
if type(v) == "table" and type(v.id) == "string" then
fn(v.id, v.range or v.version, v.github or v.repo)
elseif type(v) == "string" then
local main, hashRepo = v:match("^([^#]+)#(.*)$")
if main then v = main end
local id, range = v:match("^([^@]+)@(.+)$")
fn(id or v, range, hashRepo)
end
elseif type(k) == "string" then
fn(k, type(v) == "string" and v or nil)
end
+35
View File
@@ -168,4 +168,39 @@ function ModTargets.detail(manifest, version)
ModTargets.gameLabel(version))
end
-- Does a dependency spec apply to this game / version?
-- If spec.games is provided, it must match version / generation.
-- If spec.game_version is provided, the engine version must satisfy it.
function ModTargets.specApplies(spec, version, generation)
if not spec then return false end
if type(spec.games) == "table" and #spec.games > 0 then
if version or generation then
local match = false
for _, id in ipairs(spec.games) do
if version and id == version then
match = true
break
end
if generation and GameVersion.generation(id) == generation then
match = true
break
end
end
if not match then return false end
end
end
if spec.game_version then
local ok = pcall(function()
local Semver = require("src.mods.Semver")
local Version = require("src.core.Version")
if Version and Version.engine and Version.engine:match("^0%.0%.0%-") == nil then
return Semver.satisfies(Version.engine, spec.game_version)
end
return true
end)
if not ok then return false end
end
return true
end
return ModTargets
+5
View File
@@ -28,6 +28,11 @@ Runtime.errors = nil
-- permissions tripwire knows there is nobody to attribute to
Runtime.currentMod = nil
-- set by the sandbox's require for the duration of one mod-initiated require,
-- so the loader's gate can still attribute a lazy one made long after
-- currentMod went back to nil (src/mods/Sandbox.lua)
Runtime.modRequire = nil
function Runtime.install(events, hooks, errors)
Runtime.events, Runtime.hooks = events, hooks
Runtime.errors = errors
+38
View File
@@ -0,0 +1,38 @@
-- One relative-path grammar for every path a mod supplies: a mod names files
-- inside its own directory and nowhere else. love.filesystem (PhysFS) already
-- refuses "..", absolute paths and backslashes, but Loader.new takes an
-- injected fs that has no such floor, so the rule lives here and not in
-- whichever filesystem happens to be underneath.
local SafePath = {}
-- The normalized path, or nil when it could climb out of the root it is about
-- to be joined to. "." segments are dropped rather than rejected so a
-- manifest that says "./main.lua" still loads.
function SafePath.safe(rel)
if type(rel) ~= "string" or rel == "" then return nil end
if rel:sub(1, 1) == "/" then return nil end
if rel:find("\\", 1, true) then return nil end
if rel:match("^%a:") then return nil end -- windows drive-relative
local parts = {}
for segment in rel:gmatch("[^/]+") do
if segment == ".." then return nil end
if segment ~= "." then parts[#parts + 1] = segment end
end
if #parts == 0 then return nil end
return table.concat(parts, "/")
end
function SafePath.require(rel, what)
local safe = SafePath.safe(rel)
if not safe then
error(("%s must stay inside its root, got %q"):format(what, tostring(rel)), 0)
end
return safe
end
-- root .. "/" .. rel, with the traversal check in between
function SafePath.join(root, rel, what)
return root .. "/" .. SafePath.require(rel, what or "path")
end
return SafePath
+228
View File
@@ -0,0 +1,228 @@
-- The environment a mod's own code runs in. Every chunk a mod authors -- the
-- entry file, an options_schema, anything it hands to load() -- runs against
-- this table instead of _G, so the only paths it can name are the ones the
-- engine hands it (mod:read, mod.storage, mod.assets).
--
-- What this is and is not: raw io/os/ffi are the only way to name a file
-- outside the game tree at all, and they are absent here, so the reported
-- "any mod can rewrite anything in your home directory" hole closes by
-- construction. Inside the LÖVE tree this is defense in depth, not a security
-- boundary: an engine module reached through require, or ImageData:encode,
-- still writes in the save directory.
--
-- Lua 5.1/LuaJIT is the target, so setfenv is the mechanism; the 5.2+ arm
-- exists because AssetTransform's sandbox needed it and getting this wrong
-- silently hands the chunk the real globals.
local Runtime = require("src.mods.Runtime")
local SafePath = require("src.mods.SafePath")
local Sandbox = {}
-- Modules that hand a mod the disk, a raw socket or a fresh Lua state no
-- matter what this file removes from the environment. package.loaded.io is
-- the one call that would undo every other rule here.
local DENIED = {
io = "the filesystem", os = "the filesystem", debug = "the debug library",
package = "the module loader", ffi = "arbitrary C calls",
}
-- Same idea one level up: love.filesystem is reachable by name, and
-- love.thread starts a Lua state this sandbox has no say over.
local DENIED_PREFIX = { ["love"] = true, ["ffi"] = true }
-- The wire, which is what the network permission governs.
local NETWORK = { socket = true, enet = true, http = true, https = true,
ssl = true, mime = true, ltn12 = true }
local function head(name)
return (name:match("^([^%.]+)")) or name
end
-- nil when the require is allowed, else the message to fail it with.
function Sandbox.moduleDenial(name, permissionSet)
if type(name) ~= "string" then return nil end
local root = head(name)
local reason = DENIED[root]
if reason then
return ("%s is not available to mods (it grants %s); use mod.storage, "
.. "mod:read and the engine API instead"):format(name, reason)
end
if DENIED_PREFIX[root] and name ~= root then
return ("%s is not available to mods; use mod.storage, mod:read and the "
.. "engine API instead"):format(name)
end
if NETWORK[root] and not (permissionSet or {}).network then
return ("%s needs the \"network\" permission in manifest.json"):format(name)
end
return nil
end
-- ------- the love facade
-- Dropped, not narrowed: filesystem writes anywhere in the save directory
-- (including another mod's storage), thread opens a Lua state with a full
-- standard library, system.openURL launches whatever it is handed, and event
-- lets a mod quit the game out from under the player. Everything else LÖVE
-- exposes passes through, so a new module in a future LÖVE is available
-- without an edit here.
-- value is the replacement to name in the error, or true when there is none
local BLOCKED_LOVE = {
filesystem = "mod.storage and mod:read", thread = true,
system = "mod.device:powerInfo() for battery information, mod.steps for "
.. "the step bridge", event = true,
}
local loveProxy
local function loveFacade()
if loveProxy or not _G.love then return loveProxy end
loveProxy = setmetatable({}, {
__index = function(_, key)
local hint = BLOCKED_LOVE[key]
if hint then
error(("love.%s is not available to mods%s"):format(key,
type(hint) == "string" and (", use " .. hint) or ""), 2)
end
return _G.love[key]
end,
__newindex = function(_, key)
error(("mods cannot assign love.%s"):format(tostring(key)), 2)
end,
})
return loveProxy
end
-- ------- the environment
-- Absent on purpose: io, package, dofile, loadfile, getfenv, setfenv, debug,
-- newproxy, module. os keeps only the clock -- getenv is how the reported
-- exploit found the user's home directory.
local SAFE_OS = { time = true, date = true, clock = true, difftime = true }
-- Per-mod copies, not the shared tables: a mod that assigns string.trim or
-- replaces table.insert changes its own view and nobody else's. The functions
-- are the same objects, so state behind them (math.randomseed's RNG) is
-- unaffected -- only the namespace is private.
local function copy(source)
if type(source) ~= "table" then return source end
local out = {}
for key, value in pairs(source) do out[key] = value end
return out
end
local function baseGlobals()
local safeOs = {}
for key in pairs(SAFE_OS) do safeOs[key] = os[key] end
return {
assert = assert, error = error, ipairs = ipairs, next = next,
pairs = pairs, pcall = pcall, xpcall = xpcall, select = select,
tonumber = tonumber, tostring = tostring, type = type, unpack = unpack,
rawequal = rawequal, rawget = rawget, rawset = rawset, rawlen = rawlen,
setmetatable = setmetatable, getmetatable = getmetatable, print = print,
collectgarbage = collectgarbage, _VERSION = _VERSION,
coroutine = copy(coroutine), math = copy(math), string = copy(string),
table = copy(table), bit = copy(bit), jit = jit, os = safeOs,
}
end
-- setfenv on 5.1/LuaJIT; on 5.2+ the env has to be handed to load itself, so
-- a caller there compiles through Sandbox.compile instead.
function Sandbox.bind(chunk, env)
if setfenv then setfenv(chunk, env) end
return chunk
end
-- Bytecode is unreviewable and, on LuaJIT, a way out of any sandbox built out
-- of environments. Mods ship source.
local function rejectBytecode(source, what)
if type(source) == "string" and source:sub(1, 1) == "\27" then
return nil, (what or "chunk") .. ": mods must ship Lua source, not bytecode"
end
return true
end
function Sandbox.compile(source, chunkname, env)
local ok, err = rejectBytecode(source, chunkname)
if not ok then return nil, err end
if setfenv then
local chunk, compileErr = loadstring(source, chunkname)
if not chunk then return nil, compileErr end
return setfenv(chunk, env)
end
return load(source, chunkname, "t", env)
end
-- The load() a mod sees. Lua 5.1 gives a loaded chunk the GLOBAL environment
-- rather than the caller's, so without this every sandboxed mod is one
-- load(mod:read(...)) away from the real _G -- which is exactly how the
-- multi-file mods in mods/ are written.
local function sandboxedLoad(env)
return function(chunk, chunkname)
if type(chunk) == "function" then
local parts = {}
while true do
local piece = chunk()
if piece == nil or piece == "" then break end
parts[#parts + 1] = piece
end
chunk = table.concat(parts)
end
if type(chunk) ~= "string" then return nil, "load expects a string or reader" end
return Sandbox.compile(chunk, chunkname or "=(load)", env)
end
end
-- The require a mod sees: the deny list lives here rather than on a stack
-- walk, because pcall(require, "io") puts a C frame where the walk would look.
-- Runtime.modRequire is how the loader's gate identifies the caller for the
-- Gen 2 facade once Runtime.currentMod has gone back to nil (a mod requiring
-- lazily from an event handler).
local function sandboxedRequire(modId, permissionSet)
return function(name, ...)
local denial = Sandbox.moduleDenial(name, permissionSet)
if denial then error(("[%s] %s"):format(modId or "mod", denial), 2) end
local previous = Runtime.modRequire
Runtime.modRequire = modId or true
local ok, result = pcall(_G.require, name, ...)
Runtime.modRequire = previous
if not ok then error(result, 0) end
return result
end
end
function Sandbox.envFor(opts)
opts = opts or {}
local env = baseGlobals()
env.love = loveFacade()
env.require = sandboxedRequire(opts.modId, opts.permissions)
local loader = sandboxedLoad(env)
env.load = loader
env.loadstring = loader
-- a mod's globals are its own: two mods no longer share a namespace, and
-- neither can reach the engine's
env._G = env
return env
end
-- fs.load keeps the real filesystem's handling of the file; the environment is
-- swapped after the fact. The 5.2+ arm has to go back to source, which is the
-- only reason fs.read is touched here.
function Sandbox.loadFile(fs, path, env)
if fs.read then
local ok, err = rejectBytecode(fs.read(path), path)
if not ok then return nil, err end
end
if setfenv then
local chunk, err = fs.load(path)
if not chunk then return nil, err end
return setfenv(chunk, env)
end
local source = fs.read and fs.read(path)
if not source then return nil, "unable to read " .. path end
return Sandbox.compile(source, "@" .. path, env)
end
Sandbox.safePath = SafePath.safe
Sandbox.requirePath = SafePath.require
return Sandbox
+84
View File
@@ -0,0 +1,84 @@
-- The scoped seam for the native step bridge (#1186).
--
-- The iOS/Android builds count the player's real-world steps natively
-- (#452, #489) and deliver them by writing steps_pending.json into the
-- save-directory root. Before the sandbox, the Pokéwalker mod called
-- love.system.syncHealthSteps() and consumed that file itself; the sandbox
-- blocks both, which is correct -- love.system launches URLs and the file
-- API names paths -- but it left the bridge with no consumer at all.
--
-- This module is the narrow replacement, gated by the "steps" permission
-- in manifest.json (the network model: a permission the player sees that
-- genuinely gates a capability). The engine owns the file: mods never
-- learn its name or location, they receive only the three contract fields
-- ({ steps, from, to }), each permissioned mod gets its own copy, and the
-- merge-don't-overwrite anchor semantics stay on the native side where
-- they always lived.
--
-- No frame pump: the file is looked for lazily when a mod polls, so a
-- build with no permissioned mod installed never touches the bridge or
-- the disk.
local Json = require("src.link.Json")
local Steps = {}
-- The native contract's drop point, in the save-directory root (see
-- mobile/ios and mobile/android step bridges).
Steps.PENDING = "steps_pending.json"
local function bridge()
return _G.love and _G.love.system and _G.love.system.syncHealthSteps
end
-- Whether this build carries the native bridge. Desktop builds do not;
-- a mod uses this to stay dormant without probing love.system.
function Steps.available()
return bridge() ~= nil
end
-- Ask the native side to refresh its count. Async: the result lands in
-- the pending file and comes back through a later poll. The platform's
-- own consent sheet (HealthKit / ACTIVITY_RECOGNITION) still appears on
-- first use, exactly as it did pre-sandbox. false when there is no
-- bridge to ask.
function Steps.sync()
local fn = bridge()
if not fn then return false end
fn()
return true
end
-- Consume the pending file, if one has appeared, and fan its payload out
-- to every permissioned mod's queue. Only the contract fields travel;
-- anything else in the file stays in the file's grave. A malformed or
-- empty delivery is dropped whole -- the native anchor only advances on a
-- successful sync, so nothing is lost to a bad write.
function Steps.pump(loader)
local fs = _G.love and _G.love.filesystem
if not (fs and fs.getInfo(Steps.PENDING, "file")) then return end
local raw = fs.read(Steps.PENDING)
fs.remove(Steps.PENDING)
if not raw then return end
local ok, decoded = pcall(Json.decode, raw)
if not ok or type(decoded) ~= "table" then return end
local steps = tonumber(decoded.steps)
if not steps or steps <= 0 then return end
local payload = { steps = steps, from = decoded.from, to = decoded.to }
for _, queue in pairs(loader.stepsQueues) do
queue[#queue + 1] = { steps = payload.steps, from = payload.from,
to = payload.to }
end
end
-- The next delivery for this mod, or nil. Each permissioned mod consumes
-- its own queue, so two mods both see the same walk (pre-sandbox, whoever
-- read the file first won).
function Steps.poll(loader, modId)
Steps.pump(loader)
local queue = loader.stepsQueues[modId]
if not queue then return nil end
return table.remove(queue, 1)
end
return Steps
+4 -1
View File
@@ -140,9 +140,12 @@ 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 })
-- LearnedMove1Text: text_far, sound_get_item_1, text_promptbutton
-- (learn_move.asm), so the jingle rides the box
game.stack:push(TextBox.new(game,
romText(game.data, "_LearnedMove1Text",
"%s learned\n%s!", name, mdef.name), nextStep))
"%s learned\n%s!", name, mdef.name), nextStep,
TextBox.soundOpts(game, "Get_Item1")))
else
-- LearnMoveFromLevelUp with a full moveset: the forget UI
Screens.push(game, "MoveLearnMenu", mon, moveId, nextStep)
+9 -2
View File
@@ -141,13 +141,20 @@ end
-- Tinting first would double-apply the color: GREENBAR's fill {0,189,0} has
-- red channel 0, so the tint zeroes the whole bar's red and the zone's
-- red-channel-keyed shade shader then maps every pixel to color 3 = black.
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill, segments)
--
-- pixels: an explicit 0..48 bar length on GetHPBarLength's scale, for a
-- caller that is animating the bar between two HP values
-- (UpdateHPBar_AnimateHPBar); it scales with `segments` like the color
-- thresholds do. Without it the length comes from mon.hp as before.
function HudTiles.drawHPBar(data, tx, ty, mon, barType, grayFill, segments, pixels)
local x, y = tx * 8, ty * 8
segments = math.max(1, math.floor(segments or 6))
HudTiles.tile(0x71, x, y)
HudTiles.tile(0x62, x + 8, y)
local px = 0
if mon.stats.hp > 0 and mon.hp > 0 then
if pixels then
px = math.max(0, math.floor(pixels * segments / 6))
elseif mon.stats.hp > 0 and mon.hp > 0 then
px = math.max(1, math.floor(mon.hp * segments * 8 / mon.stats.hp))
end
local tint
+6 -4
View File
@@ -691,10 +691,12 @@ function PaletteFX.spriteObp(spriteDef, seed)
return PaletteFX.darkObp(w.spritePalettes[group], group)
end
-- GetHealthBarColor (home/palettes.asm) on the standard 48px bar
function PaletteFX.barPalName(hp, maxHp)
local px = maxHp > 0 and math.floor(hp * 48 / maxHp) or 0
if hp > 0 and px < 1 then px = 1 end
-- GetHealthBarColor (home/palettes.asm) on the standard 48px bar. It reads
-- the bar's own length, so a caller mid-drain passes the animated `pixels`
-- rather than let it be re-derived from hp.
function PaletteFX.barPalName(hp, maxHp, pixels)
local px = pixels or (maxHp > 0 and math.floor(hp * 48 / maxHp) or 0)
if not pixels and hp > 0 and px < 1 then px = 1 end
return px >= 27 and "GREENBAR" or px >= 10 and "YELLOWBAR" or "REDBAR"
end
+25 -13
View File
@@ -768,11 +768,12 @@ function Renderer:endFrame(zones, worldZones)
end
end
-- A post-process pipeline needs the whole composite in a canvas for the
-- same reason GBC FX does, so either one alone is enough to take the
-- present path; with neither, the frame draws straight to the screen
-- exactly as it always did.
local needPresent = GBCFX.active() or Pipelines.wantsPresent()
-- Post-process pipelines, GBC FX and an enabled final-output owner need the
-- whole composite in a canvas. With none of them, the frame draws straight
-- to the screen exactly as it always did.
local hasOutputHook = Runtime.wantsHook("render.output")
and Runtime.call("render.output_enabled", function() return false end) == true
local needPresent = GBCFX.active() or Pipelines.wantsPresent() or hasOutputHook
local present = nil
if needPresent then
if not self.presentCanvas or self.presentCanvas:getWidth() ~= ww
@@ -1057,14 +1058,25 @@ function Renderer:endFrame(zones, worldZones)
-- this returns `present` unchanged and the frame is byte-identical.
local composed = Pipelines.present(present,
{ width = ww, height = wh, scale = Sp, dpi = dpiY, dpiX = dpiX, dpiY = dpiY }) or present
if GBCFX.active() then
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(composed, Sp)
else
-- the present canvas only existed for the post-process, so put the
-- result on the screen at the same 1:1 unit mapping it was built at
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(composed, 0, 0)
local outputHandled = hasOutputHook
and Runtime.call("render.output", function() return false end, {
canvas = composed,
width = ww, height = wh,
gameX = ox, gameY = oy,
gameWidth = vpw, gameHeight = vph,
scale = Sp, dpiX = dpiX, dpiY = dpiY,
generation = 1,
}) == true
if not outputHandled then
if GBCFX.active() then
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(composed, Sp)
else
-- the present canvas only existed for the post-process, so put the
-- result on the screen at the same 1:1 unit mapping it was built at
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(composed, 0, 0)
end
end
end
self.worldActive = false
+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
+21
View File
@@ -100,6 +100,26 @@ function TextBox.new(game, text, onDone, opts)
return self
end
-- soundOpts: a jingle carried at the end of the string as a trailing text
-- command (sound_get_item_1 and friends -> home/text.asm TextCommand_SOUND),
-- which runs PlaySound then WaitForSoundToFinish once the last page has
-- typed, so the box holds until the fanfare is over. Merges into a caller's
-- opts table; auto.wait keeps the trailing button press the plain A/B path
-- gives every other box.
function TextBox.soundOpts(game, sound, opts)
opts = opts or {}
local auto = opts.auto
-- auto = true is the no-button-wait arming (text_opts); keep that choice
if auto == true then auto = { wait = false } end
auto = auto or {}
if auto.wait == nil then auto.wait = true end
auto.delay = auto.delay or 0
auto.sound = type(sound) == "function" and sound
or function() return require("src.core.Sound").play(game.data, sound) end
opts.auto = auto
return opts
end
-- The runtime tokens substitute() knows, as handlers the tokens registry
-- serves. Each is fn(game, arg) -> replacement, or nil to drop the token.
-- RAM keeps pokered's stale-buffer semantics: give_item copies the item
@@ -130,6 +150,7 @@ 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 },
}
+32 -5
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 {}
@@ -576,6 +592,17 @@ function Commands.play_sound(ctx, soundId)
require("src.core.Sound").play(ctx.game.data, soundId)
end
-- text_sound <soundId>: the jingle the ROM parks at the END of a string as
-- a trailing text command (sound_get_item_1, sound_get_key_item ->
-- home/text.asm TextCommand_SOUND). It arms the NEXT show_text the same
-- way play_cry arms ctx.pendingCry, so the fanfare fires once the last page
-- has typed and the box holds on WaitForSoundToFinish before the button
-- wait. play_sound stays the bare PlaySound used for the non-blocking
-- beats (Bill's teleporter, the S.S. Anne horn).
function Commands.text_sound(ctx, soundId)
ctx.textOpts = TextBox.soundOpts(ctx.game, soundId, ctx.textOpts)
end
-- play_once <songId>: one-shot jingle (Music_PkmnHealed, etc.); blocks
-- until it finishes so heal-rest scripts (Mom, captain text_asm) match
-- Gen1's wait-on-channel loop. The map theme resumes when it ends
@@ -1034,8 +1061,10 @@ function Commands.trade(ctx, tradeIndex, doneFlag)
onDone = function() runner:resume() end,
})
runner:yield()
-- TradedForText (sound_get_key_item) then the dialogset's thanks
require("src.core.Sound").play(data, "Get_Key_Item")
-- TradedForText carries sound_get_key_item after the text, so the jingle
-- rides the box and blocks it (home/text.asm TextCommand_SOUND), then the
-- dialogset's thanks
Commands.text_sound(ctx, "Get_Key_Item")
say(texts.tradedFor or "_TradedForText")
say(texts.thanks or "_Thanks" .. dialogset .. "Text")
end
@@ -1131,9 +1160,7 @@ 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
+24 -11
View File
@@ -33,12 +33,12 @@ local function save_name(game)
return game.save.player.name
end
local function showMessages(game, msgs, onDone)
local function showMessages(game, msgs, onDone, opts)
if not msgs or #msgs == 0 then
if onDone then onDone() end
return
end
game.stack:push(TextBox.new(game, table.concat(msgs, "\f"), onDone))
game.stack:push(TextBox.new(game, table.concat(msgs, "\f"), onDone, opts))
end
-- run the use-flow for an item on a chosen target. `picker` is the party
@@ -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 +181,27 @@ 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 })
-- LearnedMove1Text: text_far, sound_get_item_1, text_promptbutton
-- (learn_move.asm), so the jingle rides the box
showMessages(game, { Strings("%s learned\n%s!", target.nickname or
game.data.pokemon[target.species].name, mdef.name) })
game.data.pokemon[target.species].name, mdef.name) }, nil,
TextBox.soundOpts(game, "Get_Item1"))
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
@@ -324,7 +337,7 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
table.insert(target.moves, { id = moveId, pp = mdef.pp })
local name = target.nickname or def.name
showMessages(game, { Strings("%s learned\n%s!", name, mdef.name) },
nextStep)
nextStep, TextBox.soundOpts(game, "Get_Item1"))
else
require("src.ui.Screens").push(game, "MoveLearnMenu",
target, moveId, 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,
+22 -8
View File
@@ -46,9 +46,27 @@ function EvolutionState:sgbPalettes(game)
return P.wholeNamed(game.data, "MEWMON")
end
local FLASH_FRAMES = 220
-- evolution.asm EvolveMon delays 80 frames before .animLoop, polling nothing (#968, #1031)
local CANCEL_GRACE_FRAMES = 80
-- .animLoop starts at `lb bc, $1, $10` and runs 8 iterations: iteration k holds
-- the old pic for c = 18-2k frames inside Evolution_CheckForCancel (72 in all),
-- then Evolution_BackAndForthAnim swaps b = k times, each swap a pair of
-- Evolution_ChangeMonPic that end in Delay3 (6 frames a swap, 216 in all).
local ANIM_LOOP_FRAMES = 288
local FLASH_FRAMES = CANCEL_GRACE_FRAMES + ANIM_LOOP_FRAMES
-- which pic is on screen t frames into .animLoop
local function evoShowsNew(t)
for b = 1, 8 do
local hold = 18 - 2 * b
if t < hold then return false end
t = t - hold
local swap = b * 6
if t < swap then return t % 6 < 3 end
t = t - swap
end
return true
end
local function frontSprite(game, species, mon)
local path, trueColor = require("src.pokemon.Sprites").path(
@@ -140,14 +158,10 @@ function EvolutionState:draw()
else
sprite, spriteTrueColor = self.newSprite, self.newSpriteTrueColor
end
elseif evoShowsNew(self.t - CANCEL_GRACE_FRAMES) then
sprite, spriteTrueColor = self.newSprite, self.newSpriteTrueColor
else
local period = math.max(4, 28 - math.floor(self.t / 40) * 6)
local showNew = math.floor(self.t / period) % 2 == 1
if showNew then
sprite, spriteTrueColor = self.newSprite, self.newSpriteTrueColor
else
sprite, spriteTrueColor = self.oldSprite, self.oldSpriteTrueColor
end
sprite, spriteTrueColor = self.oldSprite, self.oldSpriteTrueColor
end
if sprite then
local x = math.floor((160 - sprite:getWidth()) / 2)
+16 -3
View File
@@ -6,6 +6,7 @@ local GameVersion = require("src.core.GameVersion")
local Music = require("src.core.Music")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local Timing = require("src.core.Timing")
local IntroMovie = {}
IntroMovie.__index = IntroMovie
@@ -232,6 +233,10 @@ function IntroMovie:fightStep()
self:finish()
return
end
-- an op that consumed frames ends ON its last frame; only the instant
-- ops (sfx / pose / frame, which are plain writes between DelayFrames
-- calls in PlayIntroScene) chain into the next op the same frame
local timed = false
if op.sfx then
Sound.play(self.game.data, op.sfx)
elseif op.pose then
@@ -250,6 +255,7 @@ function IntroMovie:fightStep()
end
self.opTimer = self.opTimer + 1
if self.opTimer < (op.px or math.abs(op.dx)) then return end
timed = true
elseif op.anim then
-- one {dy,dx} delta per 5 frames (AnimateIntroNidorino: DelayFrames 5)
if self.opTimer % 5 == 0 then
@@ -259,9 +265,11 @@ function IntroMovie:fightStep()
end
self.opTimer = self.opTimer + 1
if self.opTimer < #ANIM[op.anim] * 5 then return end
timed = true
elseif op.wait then
self.opTimer = self.opTimer + 1
if self.opTimer < op.wait then return end
timed = true
elseif op.fade then
self.opTimer = self.opTimer + 1
self.fade = self.opTimer / op.fade
@@ -270,6 +278,7 @@ function IntroMovie:fightStep()
end
self.opIndex = self.opIndex + 1
self.opTimer = 0
if timed then return end
end
end
@@ -284,8 +293,9 @@ function IntroMovie:update(dt)
return
end
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b")
or input:wasPressed("start") then
if input:wasPressed("a") or input:wasPressed("start") then
-- CheckForUserInterruption (home/overworld.asm:2395) returns carry only
-- on a fresh START or A -- B alone never skips the intro.
-- PlayIntro still GBFadeOutToWhite's after an interrupted scene; the
-- white hold stands in for that beat before the title is built.
self:exitToTitle()
@@ -300,7 +310,10 @@ function IntroMovie:update(dt)
end
if self.timer >= SPLASH_FRAMES then self:startPhase(3) end
else
self:fightStep()
-- PlayShootingStar ends `jp Delay3` once Music_IntroBattle is playing
-- (intro.asm:337), so PlayIntroScene's first op is not on the music's
-- own frame
if self.timer > Timing.DELAY3 then self:fightStep() end
end
end
+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 },
+111 -35
View File
@@ -72,6 +72,30 @@ 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
-- .newBadgeRequired (start_sub_menus.asm): every badge-gated arm of
-- .outOfBattleMovePointers prints this and jumps back to the open submenu
local function refuseBadge(self)
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._NewBadgeRequiredText or Strings("No! A new BADGE\nis required.")))
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 +391,10 @@ 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
@@ -392,6 +420,23 @@ function PartyMenu:update(dt)
-- flyTo (OverworldController) validates the fly-warp + runs the
-- departure/warp, so we just hand it the chosen mapId (#195).
local ow = self.game.overworld
-- .fly checks THUNDERBADGE first, then CheckIfInOutsideMap
-- (OVERWORLD + PLATEAU -- Route 23 / Indigo Plateau outdoor -- not
-- OVERWORLD alone, #83); both refusals loop back to the submenu
if ow and not ow:partyKnows("FLY") then
refuseBadge(self)
return
end
if ow and not Map.isOutside(ow.map.def,
FieldDefaults.field(self.game.data, "outsideTilesets")) then
local TextBox = require("src.render.TextBox")
local def = self.game.data.pokemon[mon.species]
local txt = (self.game.data.text._CannotFlyHereText
or Strings("{RAM:wNameBuffer} can't\nFLY here."))
:gsub("{RAM:wNameBuffer}", mon.nickname or def.name)
self.game.stack:push(TextBox.new(self.game, txt))
return -- .loop: submenu stays open behind the message
end
self.game.stack:pop() -- close the party menu
Screens.push(self.game, "TownMap", { fly = true, onFly = function(mapId)
if ow then ow:flyTo(mapId) end
@@ -404,9 +449,17 @@ function PartyMenu:update(dt)
-- over the menu, and the cave is lit when the blink hands the
-- screen back, never under the text (#385).
local ow = self.game.overworld
if ow and not ow:partyKnows("FLASH") then
refuseBadge(self)
return
end
local TextBox = require("src.render.TextBox")
local Transition = require("src.render.Transition")
self.game.save.flashLit = true
-- .flash prints on any map, but the light it records is this map's:
-- home/overworld.asm re-arms wMapPalOffset on the next dark map, so
-- a FLASH used in daylight must not carry into Rock Tunnel
local wasDark = ow and ow.dark
if wasDark then self.game.save.flashLit = true end
self.game.stack:push(TextBox.new(self.game,
self.game.data.text._FlashLightsAreaText
or Strings("A blinding FLASH\nlights the area!"), function()
@@ -421,13 +474,13 @@ function PartyMenu:update(dt)
-- seconds of per-pixel atlas baking on a phone -- on screen as a
-- solid white frame with nothing under it, which reads as a
-- lockup (#610).
ow:setDark(false)
if wasDark then ow:setDark(false) end
self.game.stack:push(Transition.whiteFlash(self.game))
end))
return
elseif action == "surf" then
-- start_sub_menus.asm .surf: SOULBADGE-gated (checked at list time
-- above), then IsSurfingAllowed (the Cycling Road / Seafoam B4F
-- start_sub_menus.asm .surf: SOULBADGE-gated (useSurfFieldMove),
-- then IsSurfingAllowed (the Cycling Road / Seafoam B4F
-- current refusals, both of which loop back to the submenu), then
-- ItemUseSurfboard: while surfing it tries to dismount instead;
-- otherwise it mounts only if the FACING tile is water, else
@@ -484,8 +537,8 @@ function PartyMenu:update(dt)
return -- .loop: submenu stays open behind the message
elseif action == "cut" then
-- start_sub_menus.asm .cut -> predef UsedCut (engine/overworld/cut.asm):
-- CASCADEBADGE-gated (list time); _NothingToCutText loops back to the
-- submenu when the FACING tile isn't a cuttable tree.
-- CASCADEBADGE-gated (useCutFieldMove); _NothingToCutText loops back
-- to the submenu when the FACING tile isn't a cuttable tree.
local ow = self.game.overworld
local reason = ow:useCutFieldMove()
if reason == "ok" then
@@ -503,7 +556,7 @@ function PartyMenu:update(dt)
self.game.stack:push(TextBox.new(self.game, txt))
return -- .loop: submenu stays open behind the message
elseif action == "strength" then
-- start_sub_menus.asm .strength: RAINBOWBADGE-gated (list time);
-- start_sub_menus.asm .strength: RAINBOWBADGE-gated;
-- predef PrintStrengthText (field_move_messages.asm) sets
-- BIT_STRENGTH_ACTIVE of wStatusFlags1 -- the sole gate
-- push_boulder.asm reads -- then prints _UsedStrengthText (no
@@ -513,6 +566,10 @@ function PartyMenu:update(dt)
-- .strength, GBPalWhiteOutWithDelay3 blinks the screen white
-- before CloseTextDisplay returns to the map.
local ow = self.game.overworld
if ow and not ow:partyKnows("STRENGTH") then
refuseBadge(self)
return
end
local TextBox = require("src.render.TextBox")
local Transition = require("src.render.Transition")
local def = self.game.data.pokemon[mon.species]
@@ -546,6 +603,33 @@ function PartyMenu:update(dt)
-- centralizes the spin -> fade -> warp so BagMenu's ESCAPE ROPE shares
-- the exact departure; the fade + warp fire when the spin ends.
local ow = self.game.overworld
if entry.move == "TELEPORT" then
-- .teleport: TELEPORT works only OUTDOORS (CheckIfInOutsideMap --
-- OVERWORLD + PLATEAU, #83); dark maps don't block it
if ow and not Map.isOutside(ow.map.def,
FieldDefaults.field(self.game.data, "outsideTilesets")) then
local TextBox = require("src.render.TextBox")
local def = self.game.data.pokemon[mon.species]
local txt = (self.game.data.text._CannotUseTeleportNowText
or Strings("{RAM:wNameBuffer} can't\nuse TELEPORT now."))
:gsub("{RAM:wNameBuffer}", mon.nickname or def.name)
self.game.stack:push(TextBox.new(self.game, txt))
return -- .loop: submenu stays open behind the message
end
elseif ow and not (DIG_TILESETS[ow.map.def.tileset]
and ow.map.id ~= "AGATHAS_ROOM") then
-- .dig runs ItemUseEscapeRope (it sets wCurItem = ESCAPE_ROPE):
-- usable in the dungeon tilesets of escape_rope_tilesets.asm minus
-- Agatha's room, even in the dark (Rock Tunnel); anywhere else
-- .notUsable -> ItemUseNotTime, the same line BagMenu prints for a
-- bagged ESCAPE ROPE
local TextBox = require("src.render.TextBox")
self.game.stack:push(TextBox.new(self.game,
self.game.data.text._ItemUseNotTimeText
or Strings("OAK: %s!\nThis isn't the\ntime to use that!",
self.game.save.player.name)))
return -- .loop: submenu stays open behind the message
end
self.game.stack:pop()
if ow then ow:beginTeleportOut() end
return
@@ -577,6 +661,10 @@ 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)
@@ -635,42 +723,30 @@ function PartyMenu:update(dt)
-- Battle still excludes this list via `not self.battle`. Softboiled
-- can appear for a fainted user; its heal transfer then no-ops.
if not self.battle and ow then
-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU --
-- Route 23 / Indigo Plateau outdoor), not OVERWORLD alone (#83)
local outside = Map.isOutside(ow.map.def,
FieldDefaults.field(self.game.data, "outsideTilesets"))
-- GetMonFieldMoves (engine/menus/text_box.asm) matches the mon's
-- four moves against FieldMoveDisplayData and nothing else -- no
-- badge, no map, no tileset test. Every one of those lives in
-- .outOfBattleMovePointers, i.e. on selection, where the refusal
-- prints and .loop returns to this still-open submenu (#1022).
for _, mv in ipairs(mon.moves) do
if mv.id == "FLY" and outside
and self.game.save.inventory.THUNDERBADGE then
if mv.id == "FLY" then
table.insert(items, { label = Strings("FLY"), action = "fly" })
elseif mv.id == "FLASH" and ow.dark
and self.game.save.inventory.BOULDERBADGE then
elseif mv.id == "FLASH" then
table.insert(items, { label = Strings("FLASH"), action = "flash" })
elseif mv.id == "CUT" and self.game.save.inventory.CASCADEBADGE then
-- CUT/SURF/STRENGTH are party-menu field moves too
-- (start_sub_menus.asm .outOfBattleMovePointers); listed here
-- with the same list-time badge filter this file already uses
-- for FLY/FLASH. The facing-tile/activation check happens on
-- selection (useCutFieldMove/useSurfFieldMove).
elseif mv.id == "CUT" then
table.insert(items, { label = Strings("CUT"), action = "cut" })
elseif mv.id == "SURF" and self.game.save.inventory.SOULBADGE then
elseif mv.id == "SURF" then
table.insert(items, { label = Strings("SURF"), action = "surf" })
elseif mv.id == "STRENGTH" and self.game.save.inventory.RAINBOWBADGE then
elseif mv.id == "STRENGTH" then
table.insert(items, { label = Strings("STRENGTH"), action = "strength" })
elseif mv.id == "SOFTBOILED" then
table.insert(items, { label = Strings("SOFTBOILED"), action = "softboiled" })
elseif mv.id == "TELEPORT" and outside then
-- TELEPORT works only OUTDOORS (start_sub_menus.asm
-- .teleport -> CheckIfInOutsideMap); dark maps don't
-- block it
table.insert(items, { label = Strings("TELEPORT"), action = "escape" })
elseif mv.id == "DIG" and DIG_TILESETS[ow.map.def.tileset]
and ow.map.id ~= "AGATHAS_ROOM" then
-- DIG runs ItemUseEscapeRope (.dig sets wCurItem =
-- ESCAPE_ROPE): usable in the dungeon tilesets of
-- escape_rope_tilesets.asm minus Agatha's room, even in
-- the dark (Rock Tunnel)
table.insert(items, { label = Strings("DIG"), action = "escape" })
elseif mv.id == "TELEPORT" then
table.insert(items, { label = Strings("TELEPORT"),
action = "escape", move = "TELEPORT" })
elseif mv.id == "DIG" then
table.insert(items, { label = Strings("DIG"),
action = "escape", move = "DIG" })
end
end
end

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