Compare commits

...

38 Commits

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
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
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
142 changed files with 6032 additions and 1173 deletions
+47 -1
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: |
+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`,
Binary file not shown.

After

Width:  |  Height:  |  Size: 243 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 217 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 236 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 242 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 166 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 251 KiB

+1 -1
View File
@@ -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",
},
+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.
+21
View File
@@ -12,6 +12,27 @@
"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",
+1
View File
@@ -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` /
+18
View File
@@ -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="$WORK/game.squashfs"
+6
View File
@@ -405,6 +405,12 @@ if [ -z "\$LUA_CPATH" ]; then
fi
export LUA_CPATH="\$APPDIR/lib/lua/5.1/?.so;\$LUA_CPATH"
# SDL2 on Wayland crashes during desktop drag-and-drop in certain compositors;
# default to X11/XWayland when available to ensure rock-solid drag-drop stability.
if [ -n "\$WAYLAND_DISPLAY" ] && [ -z "\$SDL_VIDEODRIVER" ]; then
export SDL_VIDEODRIVER=x11
fi
exec "\$APPDIR/bin/love" --fused "\$APPDIR/game.love" "\$@"
EOF
chmod +x "$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),
+23 -8
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
+11 -1
View File
@@ -265,8 +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"
+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()
+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
+63 -8
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} }.
@@ -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).
@@ -1834,6 +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 = {} },
@@ -1844,7 +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
+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
+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);")
+1136 -193
View File
File diff suppressed because it is too large Load Diff
+156 -11
View File
@@ -1228,8 +1228,8 @@ function RomImporter.new(onComplete, opts)
saveNotice = {},
-- MODS panel state (pass 3): mods is the cached LauncherMods.list() array
-- (refreshed lazily on first draw and after any toggle/install/delete);
-- modScroll is the list scroll offset (px, clamped in draw); modNotice is
-- the last install/delete result { ok, text } shown as a line above the list.
-- modScroll is the current paged list's inner scroll offset (px, clamped
-- in draw); modNotice is the last install/delete result { ok, text }.
mods = nil, modScroll = 0, modNotice = nil,
-- Which game the MODS panel is answering for (a GameVersion id, nil =
-- every game). Rows resolve their enable-state and their "runs here"
@@ -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
@@ -2701,6 +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)
@@ -2870,6 +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)
@@ -3064,15 +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
@@ -3080,7 +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 = {
@@ -3092,7 +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
@@ -3352,6 +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()
+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
+21
View File
@@ -104,6 +104,27 @@ local function sell(game)
dialogue = true,
money = function() return game.save.money end,
footer = greet,
onSelectKey = function(item, l)
if not item then return end
if not l.swapIndex then
l.swapIndex = l.index
return
end
local order = Bag.order(game.save)
order[l.swapIndex], order[l.index] = order[l.index], order[l.swapIndex]
l.swapIndex = nil
require("src.core.Sound").play(game.data, "Swap")
local rebuilt = {}
for _, id in ipairs(order) do
local def = game.data.items[id]
rebuilt[#rebuilt + 1] = {
value = id,
label = def and def.name or id,
right = "x" .. game.save.inventory[id],
}
end
l.items = rebuilt
end,
onChoose = function(item)
local def = game.data.items[item.value]
-- only key items and HMs are unsellable (pokemart.asm IsKeyItem /
+2 -1
View File
@@ -34,7 +34,8 @@ function StartMenu.new(game)
-- POKéMON is always listed (draw_start_menu.asm prints it even with
-- an empty party; selecting it then just no-ops)
table.insert(items, { label = Strings("POKéMON"), onSelect = function()
table.insert(items, { label = Strings("POKéMON"),
keepOpen = #game.save.party == 0, onSelect = function()
if #game.save.party == 0 then return end
Screens.push(game, "PartyMenu", { onCancel = reopen })
end })
+15 -8
View File
@@ -200,8 +200,9 @@ function TitleState.new(game, opts)
self.versionFull = imagePath(title.versionRibbon) ~= nil
self.version = tryImage(imagePath(title.versionRibbon or title.version)
or "assets/generated/title/red_version.png")
self.player = tryImage(imagePath(title.player)
or "assets/generated/title/player.png")
self.playerPath = imagePath(title.player)
or "assets/generated/title/player.png"
self.player = tryImage(self.playerPath)
-- ..(engine/movie/title2.asm ln 85)
if self.player then
local pw, ph = self.player:getDimensions()
@@ -597,6 +598,12 @@ end
-- ..(engine/movie/title.asm ln 28)
function TitleState:draw()
local PaletteFX = require("src.render.PaletteFX")
local playerImage = self.player
if playerImage and PaletteFX.usesSpriteObp() then
playerImage = require("src.render.SpriteRenderer").obpImage(
self.playerPath, PaletteFX.ogObj())
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local scrollY = -(self.scy or 0)
@@ -660,8 +667,8 @@ function TitleState:draw()
-- layout has no cycling mon and no Red art (title_yellow.asm).
if spriteTrueColor then
local cover
if self.player then
local pw, ph = self.player:getDimensions()
if playerImage then
local pw, ph = playerImage:getDimensions()
cover = { 82, 80, pw, ph }
end
markVisibleTrueColor(x, y, w, h, cover)
@@ -670,11 +677,11 @@ function TitleState:draw()
-- Red is OAM in the original: he draws over the mon's box edge
if self.playerQuads then
for _, part in ipairs(self.playerQuads) do
love.graphics.draw(self.player, part[1], 82 + part[2], 80 + part[3])
love.graphics.draw(playerImage, part[1], 82 + part[2], 80 + part[3])
end
love.graphics.draw(self.player, self.ballQuad, 82, self.ballY)
elseif self.player then
love.graphics.draw(self.player, 82, 80)
love.graphics.draw(playerImage, self.ballQuad, 82, self.ballY)
elseif playerImage then
love.graphics.draw(playerImage, 82, 80)
end
end
self:drawCopyright(136 + (preRibbon and 0 or scrollY))
+21 -2
View File
@@ -173,6 +173,18 @@ end
function BattleState:wantsFillScale() return true end
function BattleState:drawsWidescreen() return true end
function BattleState:bottomUIVisible()
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
return Runtime.call("battle.bottom_ui_visible", function() return true end,
self) ~= false
end
function BattleState:statusHUDVisible()
if not Runtime.wantsHook("battle.status_hud_visible") then return true end
return Runtime.call("battle.status_hud_visible", function() return true end,
self) ~= false
end
-- opts: battle (a Battle), onDone(outcome), save
function BattleState.new(game, opts)
opts = opts or {}
@@ -3079,6 +3091,7 @@ end
function BattleState:drawHud()
local wasBattle = Font.useBattleExtra(true)
local enemy, player = self:activeMon("enemy"), self:activeMon("player")
local showStatus = self:statusHUDVisible()
-- Enemy HUD (DrawEnemyHUD clears (1,0) 4 rows x 11 cols):
-- name at (1,0); PrintLevel at (6,1) with the gender symbol at (9,1);
@@ -3087,7 +3100,7 @@ function BattleState:drawHud()
-- runs, so a shake or a slide does not drag the HP bar with it.
-- And nothing at all before UpdateEnemyHUD has ever run: the intro bands
-- slide in over a blanked tilemap (core.asm:8554/8564).
if self.showEnemyHud and not self:hudCleared("enemy") then
if showStatus and self.showEnemyHud and not self:hudCleared("enemy") then
Chrome.print(self:name(enemy), 1, 0)
-- PrintLevel writes <LV> at the coordinate it is given and then LEFT-aligns
-- the digits after it, so the glyph is pinned to column 6 whether the level
@@ -3127,7 +3140,8 @@ function BattleState:drawHud()
-- BattleMenu's own tutorial arm skips UpdateBattleHuds as well. The DUDE's
-- half of the screen is his back-pic and nothing more.
-- Nor before SendOutPlayerMon's own UpdatePlayerHUD (core.asm:3838).
if not player or not self.showPlayerHud or self:hudCleared("player") then
if not showStatus or not player or not self.showPlayerHud
or self:hudCleared("player") then
Font.useBattleExtra(wasBattle)
return
end
@@ -3226,6 +3240,11 @@ function BattleState:drawPanel()
end
self:drawHud()
if not self:bottomUIVisible() then
love.graphics.setColor(1, 1, 1, 1)
return
end
-- Message box across the bottom, with the menu window over its right half --
-- the cart draws the prompt into the full-width box and then opens the menu
-- on top, so the tail of a long name is simply covered.
+11 -3
View File
@@ -272,9 +272,6 @@ function EvolutionAnim:commit()
evolved.level, evolved)
end
-- One LearnMove call per move the new species picks up at this level. There
-- is no forget screen in the Gold port yet, so a full moveset reports the way
-- src/battle/gen2/Battle.lua's own level-up path does instead of prompting.
function EvolutionAnim:nextLearn()
self.learnIndex = (self.learnIndex or 0) + 1
local moveId = self.pending and self.pending[self.learnIndex]
@@ -289,6 +286,17 @@ function EvolutionAnim:nextLearn()
self.learned[#self.learned + 1] = moveId
self.lines = { self.nick .. " learned", moveName .. "!" }
elseif reason == "full" then
if self.game and self.game.learnMoveOn then
self.phase = "waitingLearn"
return self.game:learnMoveOn(self.evolved, moveId, function(learned)
if learned then
self.learned[#self.learned + 1] = moveId
else
self.full[#self.full + 1] = moveId
end
self:nextLearn()
end)
end
self.full[#self.full + 1] = moveId
self.lines = { self.nick .. " wants to", "learn " .. moveName .. "!" }
else
+5
View File
@@ -780,6 +780,11 @@ function MartMenu:offerToSell(itemId, count)
end
-- ScrollingMenu's .a_button copies the row's own quantity into
-- wItemQuantity, so the selector's ceiling is how many you hold.
-- The unit price is the item's own ItemAttributes price: GetItemPrice is
-- what SelectQuantityToSell halves AND what the buy list's
-- GetMartItemPrice charges, so a TM sells for exactly half of what the
-- Goldenrod/Celadon TM shelves ask for it, and half of its hidden price
-- (usually ¥1,500) anywhere else (issue #1243).
self.qtyItem = { id = itemId, name = def.name or itemId,
price = def.price or 0 }
self.qty = 1
+15 -12
View File
@@ -354,20 +354,23 @@ function PackMenu:useSelected()
end
return
end
-- engine/items/tmhm.asm:73
local def = self.items and self.items[row.id]
if def and def.teaches then
self:openTeachParty(row)
return
end
-- UseItem's jumptable runs off ITEMATTR's field-menu nibble, and the first
-- four entries are all .Oak -- an X ATTACK or a POKé DOLL used from the
-- field PACK prints OakThisIsntTheTimeText and goes nowhere. Only the
-- FIELD pack owns that refusal: the battle pack returned above, and the
-- catch tutorial's DUDE pack carries a stub world with no useFieldItem at
-- all -- its POKE BALL is field-NOUSE and must still reach the throw.
-- UseItem's FIELD-pack tail (engine/items/tmhm.asm:73): a TM/HM row opens
-- the party to teach, and a field-NOUSE item -- an X ATTACK or a POKé DOLL
-- used from the field PACK -- prints OakThisIsntTheTimeText and goes
-- nowhere (UseItem's jumptable's first four entries are all .Oak). Both
-- checks live behind `world.useFieldItem` on purpose: DepositSellPack (the
-- mart's SELL, the item PC's DEPOSIT) is a chooser whose jumptable is four
-- ScrollingMenus and never reaches tmhm.asm, so a TM picked there hands
-- its row to onChoose like every other item instead of opening the teach
-- party. The battle pack returned above, and the catch tutorial's DUDE
-- pack carries a stub world with no useFieldItem at all -- its POKE BALL
-- is field-NOUSE and must still reach the throw.
if world and world.useFieldItem then
local def = self.items and self.items[row.id]
if def and def.teaches then
self:openTeachParty(row)
return
end
if def and def.fieldMenu == "ITEMMENU_NOUSE" then
self.message = OAK_THIS_ISNT_THE_TIME
return
+128 -78
View File
@@ -368,6 +368,7 @@ Kit._navPrevN = 0
Kit._navSeen = {}
Kit._navQueue = nil
Kit._activateId = nil
Kit._ringShown = false
-- Register a focusable. Returns true when it currently holds the ring.
-- Shielded widgets do not register: while a modal owns the frame the ring
@@ -383,11 +384,12 @@ function Kit.focusable(id, x, y, w, h)
-- First focusable ever drawn adopts the ring, so keyboard users start
-- somewhere rather than nowhere.
if Kit.focusId == nil then Kit.focusId = id end
return Kit.focusId == id
return Kit._ringShown and Kit.focusId == id
end
function Kit.navigate(dir)
Kit._navQueue = dir
Kit._ringShown = true
end
function Kit.activateFocused()
@@ -396,6 +398,7 @@ end
function Kit.setFocus(id)
Kit.focusId = id
Kit._ringShown = id ~= nil
end
-- Pick the nearest focusable in `dir` from the current one. Candidates must
@@ -530,13 +533,10 @@ Kit._audit = audit
function Kit.tapMin() return math.floor(30 * Kit.scale) end
-- ---------------------------------------------------------------- surfaces
function Kit.card(x, y, w, h, emphasis)
Theme.card(x, y, w, h, emphasis)
function Kit.card(x, y, w, h, variant)
Theme.card(x, y, w, h, variant)
end
-- A list row. `id` opts it into the focus ring; pass nil for decorative
-- rows. Returns (clicked, inkColor) -- a selected row fills white, so the
-- caller must print with the returned ink or it will draw white on white.
function Kit.row(x, y, w, h, selected, id)
audit("row", x, y, w, h, id or "row")
local focused = id and Kit.focusable(id, x, y, w, h) or false
@@ -560,7 +560,7 @@ end
-- hairline says the same thing for one rect.)
function Kit.emptyBox(x, y, w, h, message)
if not G then return end
Theme.strokeRounded(x, y, w, h, PAL.line, 0.22, 1, Theme.radius())
Theme.card(x, y, w, h, "empty")
Kit.textCenter("button", Kit.ellipsize("button", message, w - 24 * Kit.scale),
x, y + (h - Kit.textHeight("button")) / 2, w, PAL.muted)
end
@@ -598,61 +598,130 @@ local KINDS = {
disabled = { fill = PAL.steel, ink = PAL.inverse, flat = true },
}
Kit.KINDS = KINDS
local NO_OPTS = {}
-- opts: { kind, font, enabled, align, id, glow, fill, ink }
-- id -- opts into the focus ring (give every real control one)
-- glow -- a pulsing outline for "something is waiting for you" (the
-- update button). No blend-mode change: the alpha of the
-- existing outline is animated instead.
-- fill/ink -- override the kind's colours. The ONE caller is the
-- launcher's Play button, which wears its cartridge colour
-- (red/blue/gold) rather than a semantic one: on that screen
-- "which game am I launching" outranks "what kind of verb is
-- this", and the colour is already the tab's identity.
-- Returns true when activated, by click OR by the focus ring's Enter/A.
function Kit.button(x, y, w, h, label, opts)
opts = opts or {}
opts = opts or NO_OPTS
local enabled = opts.enabled ~= false
-- Disabled buttons audit too: they stay visible, so they still must not
-- paint over a neighbour.
audit("control", x, y, w, h, label)
local focused = enabled and opts.id
and Kit.focusable(opts.id, x, y, w, h) or false
local kind = KINDS[enabled and (opts.kind or "ghost") or "disabled"]
if enabled and opts.fill then
kind = { fill = opts.fill, ink = opts.ink or PAL.inverse }
end
local hot = enabled and Kit.hover(x, y, w, h)
if G then
-- The fill IS the control: a rounded, embossed, colour-coded key. A
-- disabled button keeps its shape in a dead grey rather than
-- disappearing, so a layout never reflows on state.
Theme.fillRounded(x, y, w, h, kind.fill, enabled and 1 or 0.45)
Theme.emboss(x, y, w, h, enabled and (hot and 1.3 or 1) or 0.4)
if hot or focused then
-- White ring outside the fill: legible on green, blue, yellow, red and
-- white alike, which one darker/lighter shade per colour would not be.
Theme.strokeRounded(x - 2, y - 2, w + 4, h + 4, PAL.lineStrong,
Theme.A.focus, 2, Theme.radius() + 2)
elseif opts.glow and enabled then
-- "Something is waiting for you" (the update button): a pulsing ring.
-- Pure alpha on one existing stroke -- no extra draw calls, no blend
-- mode change.
local a = 0.25 + 0.75 * (0.5 + 0.5 * math.sin(Kit.time * 3))
Theme.strokeRounded(x - 2, y - 2, w + 4, h + 4, PAL.lineStrong, a, 2,
Theme.radius() + 2)
local face = opts.face or "fill"
local B = Theme.BUTTON
local radius = opts.radius or B.radius
local active = opts.active or opts.on
local invert = false
local fill, ink, stroke, strokeA, doEmboss, doRing, glowA
if face == "invert" then
invert = hot
fill = invert and (opts.hotFill or PAL.ink) or (opts.fill or PAL.surface)
ink = invert and (opts.hotInk or PAL.inverse) or (opts.ink or PAL.heading)
stroke = opts.stroke or PAL.line
strokeA = invert and Theme.A.focus or Theme.A.hairline
doRing = focused and not hot
elseif face == "tab" then
invert = active or focused or hot
local tint = opts.color or opts.fill or PAL.ink
fill = invert and tint or PAL.surface
ink = invert and PAL.inverse or (opts.color or PAL.text)
if not invert then
stroke = tint
strokeA = opts.color and Theme.A.hover or Theme.A.hairline
end
local fname = opts.font or "button"
local ink = enabled and kind.ink or PAL.inverse
local ty = y + (h - Kit.textHeight(fname)) / 2
local shown = Kit.ellipsize(fname, label, w - 16 * Kit.scale)
-- Button labels are bold: they are the shortest, most-scanned text on
-- screen and sit on a saturated fill.
if opts.align == "left" then
Kit.textBold(fname, shown, x + 10 * Kit.scale, ty, ink)
elseif face == "chip" then
local c = opts.color or PAL.line
invert = active and true or false
if active then
fill = c
ink = PAL.inverse
doEmboss = true
else
Kit.textCenterBold(fname, shown, x, ty, w, ink)
fill = PAL.bg
ink = c
stroke = c
strokeA = (focused or hot) and Theme.A.focus or Theme.A.hover
end
doRing = focused or hot
else
local kind = KINDS[enabled and (opts.kind or "ghost") or "disabled"]
fill = (enabled and opts.fill) or kind.fill
ink = (enabled and opts.ink) or kind.ink
doEmboss = true
doRing = hot or focused
if opts.glow and enabled and not doRing then
glowA = B.glowBase + B.glowAmp * (0.5 + 0.5 * math.sin(Kit.time * B.glowHz))
end
end
if opts.emboss ~= nil then doEmboss = opts.emboss end
if opts.ring ~= nil then doRing = opts.ring end
if G then
Theme.fillRounded(x, y, w, h, fill, enabled and 1 or B.disabledA, radius)
if doEmboss then
local es = enabled and ((hot or focused) and B.embossHot or B.embossRest)
or B.embossDisabled
Theme.emboss(x, y, w, h, es)
end
if strokeA then
Theme.strokeRounded(x, y, w, h, stroke, strokeA, 1, radius)
end
if doRing then
Theme.strokeRounded(x - B.ringPad, y - B.ringPad,
w + 2 * B.ringPad, h + 2 * B.ringPad, PAL.lineStrong,
Theme.A.focus, B.ringWidth, radius + B.ringPad)
elseif glowA then
Theme.strokeRounded(x - B.ringPad, y - B.ringPad,
w + 2 * B.ringPad, h + 2 * B.ringPad, PAL.lineStrong,
glowA, B.ringWidth, radius + B.ringPad)
end
local fname = opts.font or ((face == "chip") and "micro" or "button")
local ty = y + (h - Kit.textHeight(fname)) / 2
local image = opts.image
local drawFn = opts.drawFn
local letter = opts.letter
local hasLabel = label and label ~= ""
local bold = opts.bold
if bold == nil then bold = face ~= "tab" end
if image then
local box = h
local boxX, boxY = x, y
if not hasLabel then
box = math.min(w, h)
boxX = x + (w - box) / 2
boxY = y + (h - box) / 2
end
local iw, ih = image:getDimensions()
local pad = math.floor(box * (opts.iconPad or B.iconPad))
local s = math.min((box - 2 * pad) / iw, (box - 2 * pad) / ih)
if invert then Theme.col(PAL.inverse, 1)
else Theme.col(PAL.ink, B.iconRestA) end
G.draw(image, Theme.snap(boxX + (box - iw * s) / 2),
Theme.snap(boxY + (box - ih * s) / 2), 0, s, s)
if hasLabel then
local lx = x + h + B.letterGap * Kit.scale
if bold then Kit.textBold(fname, label, lx, ty, ink)
else Kit.text(fname, label, lx, ty, ink) end
end
elseif drawFn then
drawFn(x, y, w, h, invert or hot or focused)
elseif letter then
Kit.textCenter(fname, letter, x, ty, h, ink)
if hasLabel then
local lx = x + h + B.letterGap * Kit.scale
if bold then Kit.textBold(fname, label, lx, ty, ink)
else Kit.text(fname, label, lx, ty, ink) end
end
elseif hasLabel then
local shown = Kit.ellipsize(fname, label, w - B.labelInset * Kit.scale)
if opts.align == "left" then
local lx = x + B.labelPad * Kit.scale
if bold then Kit.textBold(fname, shown, lx, ty, ink)
else Kit.text(fname, shown, lx, ty, ink) end
elseif bold then
Kit.textCenterBold(fname, shown, x, ty, w, ink)
else
Kit.textCenter(fname, shown, x, ty, w, ink)
end
end
end
if not enabled then return false end
@@ -661,7 +730,6 @@ function Kit.button(x, y, w, h, label, opts)
and Kit._activateId == opts.id)
end
-- A small square control: +/- steppers, arrow cyclers, the row X.
function Kit.stepper(x, y, w, h, glyph, opts)
opts = opts or {}
opts.kind = opts.kind or "ghost"
@@ -669,31 +737,13 @@ function Kit.stepper(x, y, w, h, glyph, opts)
return Kit.button(x, y, w, h, glyph, opts)
end
-- A pill toggle (badges, dex SEEN/OWN, sub-tabs). `on` inverts it.
local CHIP_OPTS = { face = "chip", font = "micro" }
function Kit.chip(x, y, w, h, label, on, color, id)
audit("control", x, y, w, h, label)
local focused = id and Kit.focusable(id, x, y, w, h) or false
local c = color or PAL.line
if G then
local hot = focused or Kit.hover(x, y, w, h)
if on then
Theme.fillRounded(x, y, w, h, c, 1)
Theme.emboss(x, y, w, h, 1)
Kit.textCenterBold("micro", label, x,
y + (h - Kit.textHeight("micro")) / 2, w, PAL.inverse)
else
Theme.fillRounded(x, y, w, h, PAL.bg, 1)
Theme.strokeRounded(x, y, w, h, c,
hot and Theme.A.focus or Theme.A.hover, 1)
Kit.textCenterBold("micro", label, x,
y + (h - Kit.textHeight("micro")) / 2, w, c)
end
if hot then
Theme.strokeRounded(x - 2, y - 2, w + 4, h + 4, PAL.lineStrong,
Theme.A.focus, 2, Theme.radius() + 2)
end
end
return Kit.press(x, y, w, h) or (id ~= nil and Kit._activateId == id)
CHIP_OPTS.active = on
CHIP_OPTS.color = color
CHIP_OPTS.id = id
return Kit.button(x, y, w, h, label, CHIP_OPTS)
end
-- A status label with no interaction: outlined text, the "INSTALLED"/"UPDATE"
+95 -20
View File
@@ -35,8 +35,8 @@ local PAL = {
-- it in the same hue, so a card reads as a raised object rather than as an
-- outline drawn on the page. These are still flat fills -- the depth comes
-- from the value step plus Theme.shadow, not from a gradient.
field = { 16, 8, 10 }, -- the page BEHIND the cards
bg = { 0, 0, 0 }, -- true black: button rests, field interiors
field = { 20, 20, 20 }, -- the page BEHIND the cards
bg = { 20, 20, 20 }, -- light black
surface = { 28, 21, 24 }, -- card interiors
rowBg = { 20, 14, 17 }, -- rows inside a card, one step below it
raised = { 44, 34, 38 }, -- hover feedback
@@ -82,6 +82,67 @@ Theme.A = {
disabled = 0.30,
}
Theme.BUTTON = {
radius = 8,
ringPad = 2,
ringWidth = 2,
labelInset = 16,
labelPad = 10,
iconPad = 0.24,
letterGap = 4,
disabledA = 0.45,
embossHot = 1.3,
embossRest = 1,
embossDisabled = 0.4,
glowHz = 3,
glowBase = 0.25,
glowAmp = 0.75,
iconRestA = 0.85,
}
Theme.CARD = {
radius = 14,
shadow = true,
fill = PAL.surface,
fillA = 1,
stroke = PAL.line,
strokeA = Theme.A.hairline,
}
Theme.CARD_VARIANT = {
emphasis = { strokeA = Theme.A.focus },
muted = {
fill = PAL.bg, fillA = 0.8, stroke = PAL.muted, strokeA = 0.25, shadow = false,
},
mutedHot = {
fill = PAL.bg, fillA = 0.8, stroke = PAL.muted, strokeA = Theme.A.hover, shadow = false,
},
empty = { fillA = 0, strokeA = 0.22, shadow = false, radius = "ctl" },
warn = {
fill = PAL.rowBg, stroke = PAL.yellow, strokeA = Theme.A.hover,
shadow = false, radius = "ctl",
},
row = {
fill = PAL.rowBg, stroke = PAL.line, strokeA = Theme.A.hairline,
shadow = false, radius = "ctl",
},
rowHover = {
fill = PAL.raised, stroke = PAL.line, strokeA = Theme.A.hover,
shadow = false, radius = "ctl",
},
rowSelected = {
fill = PAL.ink, strokeA = 0, shadow = false, radius = "ctl",
},
hairline = {
fillA = 0, stroke = PAL.line, strokeA = Theme.A.hairline,
shadow = false, radius = "ctl",
},
badge = {
fill = PAL.bg, stroke = PAL.yellow, strokeA = Theme.A.hover,
shadow = false, radius = 0,
},
}
local G = love and love.graphics or nil
local has = {}
@@ -123,11 +184,11 @@ end
-- Controls get the smaller one, containers the larger, so a button never
-- looks like a card and a card never looks like a button.
function Theme.radius()
return 8
return Theme.BUTTON.radius
end
function Theme.cardRadius()
return 14
return Theme.CARD.radius
end
-- DROP SHADOW. Three stacked rounded rects at low alpha, each one step wider
@@ -206,28 +267,42 @@ end
-- The design's only container: a rounded surface a few values above the
-- field, its own drop shadow, and a white hairline. `emphasis` raises the
-- outline to full white (used for the focused/active card).
function Theme.card(x, y, w, h, emphasis)
local r = Theme.cardRadius()
Theme.shadow(x, y, w, h, r)
Theme.fillRounded(x, y, w, h, PAL.surface, 1, r)
Theme.strokeRounded(x, y, w, h, PAL.line,
emphasis and Theme.A.focus or Theme.A.hairline, 1, r)
function Theme.card(x, y, w, h, variant)
local spec = Theme.CARD
local v
if variant == true then
v = Theme.CARD_VARIANT.emphasis
elseif type(variant) == "string" then
v = Theme.CARD_VARIANT[variant]
elseif type(variant) == "table" then
v = variant
end
local radius = (v and v.radius) or spec.radius
if radius == "ctl" then radius = Theme.BUTTON.radius end
local fill = (v and v.fill) or spec.fill
local fillA = spec.fillA
if v and v.fillA ~= nil then fillA = v.fillA end
local stroke = (v and v.stroke) or spec.stroke
local strokeA = spec.strokeA
if v and v.strokeA ~= nil then strokeA = v.strokeA end
local shadow = spec.shadow
if v and v.shadow ~= nil then shadow = v.shadow end
local strokeW = (v and v.strokeW) or 1
if fillA > 0 and fill then
if shadow then Theme.shadow(x, y, w, h, radius) end
Theme.fillRounded(x, y, w, h, fill, fillA, radius)
end
if strokeA > 0 and stroke then
Theme.strokeRounded(x, y, w, h, stroke, strokeA, strokeW, radius)
end
end
-- A list row. Three states, each one rect plus one outline:
-- normal one value below the card it sits in, hairline
-- hover lifted fill, brighter hairline
-- selected WHITE fill (callers print ink = PAL.inverse over it)
function Theme.row(x, y, w, h, state)
local r = Theme.radius()
if state == "selected" then
Theme.fillRounded(x, y, w, h, PAL.ink, 1, r)
Theme.card(x, y, w, h, "rowSelected")
return PAL.inverse
end
Theme.fillRounded(x, y, w, h,
state == "hover" and PAL.raised or PAL.rowBg, 1, r)
Theme.strokeRounded(x, y, w, h, PAL.line,
state == "hover" and Theme.A.hover or Theme.A.hairline, 1, r)
Theme.card(x, y, w, h, state == "hover" and "rowHover" or "row")
return PAL.text
end
+84
View File
@@ -0,0 +1,84 @@
-- Generation-neutral minimap rasterization. WorldAPI arms own semantic
-- markers because object/event visibility differs; terrain and tile shading
-- share one output contract.
local Assets = require("src.render.Assets")
local MapOverview = {}
local overviewShades = {}
Assets.register(function() overviewShades = {} end)
local function shadeDigit(sum, pixelCount)
return tostring(math.max(0, math.min(3,
math.floor((1 - sum / pixelCount) * 3 + 0.5))))
end
local function tileRows(map)
local tileset = map.tileset
if not (tileset and tileset.image and tileset.tilesPerRow) then return nil end
local cached = overviewShades[tileset.image]
if not cached then
local ok, pixels = pcall(Assets.imageData, tileset.image)
if not ok then return nil end
cached = { pixels = pixels, shades = {} }
overviewShades[tileset.image] = cached
end
local rows, detailRows, perRow = {}, {}, tileset.tilesPerRow
for ty = 0, map.heightCells * 2 - 1 do
local row, detailTop, detailBottom = {}, {}, {}
for tx = 0, map.widthCells * 2 - 1 do
local tile = map:tileAt(tx, ty)
local shades = cached.shades[tile]
if shades == nil then
local sums = { 0, 0, 0, 0 }
local ox, oy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
for py = 0, 7 do
for px = 0, 7 do
local r, g, b = cached.pixels:getPixel(ox + px, oy + py)
local quadrant = math.floor(py / 4) * 2 + math.floor(px / 4) + 1
sums[quadrant] = sums[quadrant]
+ r * 0.2126 + g * 0.7152 + b * 0.0722
end
end
shades = {
shadeDigit(sums[1] + sums[2] + sums[3] + sums[4], 64),
shadeDigit(sums[1], 16), shadeDigit(sums[2], 16),
shadeDigit(sums[3], 16), shadeDigit(sums[4], 16),
}
cached.shades[tile] = shades
end
row[#row + 1] = shades[1]
detailTop[#detailTop + 1] = shades[2] .. shades[3]
detailBottom[#detailBottom + 1] = shades[4] .. shades[5]
end
rows[#rows + 1] = table.concat(row)
detailRows[#detailRows + 1] = table.concat(detailTop)
detailRows[#detailRows + 1] = table.concat(detailBottom)
end
return rows, detailRows
end
function MapOverview.build(map, markers)
local rows = {}
for y = 0, map.heightCells - 1 do
local row = {}
for x = 0, map.widthCells - 1 do
row[#row + 1] = map:isWarpTileCell(x, y) and "+"
or map:isWaterCell(x, y) and "~"
or map:isWalkableCell(x, y) and "." or " "
end
rows[#rows + 1] = table.concat(row)
end
local tiles, detail = tileRows(map)
return { mapId = map.id, width = map.widthCells,
height = map.heightCells, rows = rows, markers = markers,
tileRows = tiles,
tileWidth = tiles and map.widthCells * 2,
tileHeight = tiles and map.heightCells * 2,
tileDetailRows = detail,
tileDetailWidth = detail and map.widthCells * 4,
tileDetailHeight = detail and map.heightCells * 4 }
end
return MapOverview
+17 -6
View File
@@ -8,7 +8,7 @@ local SpriteRenderer = require("src.render.SpriteRenderer")
local NPC = {}
NPC.__index = NPC
local STEP_FRAMES = 16
local STEP_FRAMES = 32
local FACING_FROM_RANGE = {
DOWN = "down", UP = "up", LEFT = "left", RIGHT = "right",
@@ -52,7 +52,16 @@ function NPC:facePlayer(player)
end
function NPC:update(map, entities)
-- self.stepFrames overrides the shared 16-frame walk for an object whose
-- An NPC tile is 32 frames, half the player's rate: TryWalking loads
-- WALKANIMATIONCOUNTER with $10 and UpdateSpriteInWalkingAnimation adds
-- the 1px step vector once per call (engine/overworld/movement.asm), but
-- UpdateSprites runs once per OverworldLoop pass and every pass opens
-- with two DelayFrame calls (home/overworld.asm) -- so those 16 ticks
-- cost 32 frames for one 16px cell, against AdvancePlayerSprite's 8
-- ticks of 2px. That halving is why pokeyellow's NormalPikachuFollow
-- needs TryDoubleAddPikachuStepVectorToScreenPixelCoords to keep up.
--
-- self.stepFrames overrides the shared walk for an object whose
-- step has to stay in phase with something else: Yellow's follower
-- Pikachu takes the player's own step length, halved while it is more
-- than a cell behind (FastPikachuFollow, engine/pikachu/
@@ -78,7 +87,7 @@ function NPC:update(map, entities)
return
end
local d = Collision.DELTA[self.facing]
-- 1px per frame at the default length; a shortened step scales instead,
-- 1px per 2 frames at the default length; a shortened step scales instead,
-- so the cell still lands on a 16px boundary (Player:update does the
-- same for the bicycle)
local moved = math.floor(self.progress * 16 * span / stepLen)
@@ -113,8 +122,9 @@ end
function NPC:walkPhase()
if not self.moving then return 0 end
local p = self.progress % 16
return (p >= 4 and p < 12) and 1 or 0
local stepLen = self.stepFrames or STEP_FRAMES
local p = self.progress % stepLen
return (p >= stepLen / 4 and p < stepLen * 3 / 4) and 1 or 0
end
-- Same contract as Player:pose -- the sheet, position, facing and step
@@ -128,7 +138,8 @@ end
function NPC:draw(camX, camY)
local sprite, px, py, facing, phase, flip = self:pose()
sprite:draw(px, py, camX, camY, facing, phase, flip)
sprite:draw(px, py, camX, camY, facing, phase, flip, nil, nil,
self.frameOverride)
end
return NPC
+128 -66
View File
@@ -384,12 +384,21 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
-- NPC instances persist across connection crossings in self.npcPool
-- (keyed by NPC.id): a neighbor map's wandering ghosts ARE the
-- objects that become the real NPCs when the player crosses the
-- seam, so nothing snaps back to its spawn point in view of the
-- survey zoom. Warps rebuild from scratch, like the original's
-- per-entry sprite init (home/overworld.asm LoadMapHeader
-- .loadSpriteData).
-- seam, so a map the player is not entering keeps its ghosts alive
-- in view of the survey zoom. The map being entered does not --
-- crossing a seam runs .loadNewMap -> LoadMapHeader, whose
-- .loadSpriteData zeroes the sprite state data and re-seeds every
-- SPRITESTATEDATA2_MAPY/MAPX from the map header's object data
-- (home/overworld.asm), so an NPC who walked up to the player stands
-- on her spawn cell again the next time that map loads (#1028). Only
-- the save-side spawn flags survive, and those live in Game.save, not
-- here. Warps rebuild the whole pool from scratch.
if not (opts and opts.seamless and self.npcPool) then
self.npcPool = {}
elseif fromMapId ~= mapId then
for _, obj in ipairs(self.map.def.objects or {}) do
self.npcPool[mapId .. "_obj_" .. obj.index] = nil
end
end
self.npcs = {}
for _, obj in ipairs(self.map.def.objects or {}) do
@@ -1087,6 +1096,7 @@ function OverworldState:update(dt)
-- the player lands on desk Oak.
local scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote or self.teleportOut
or self.flyAnim or self.flyArrive
if not scripted and not self.transitioning then
self:checkTrainerSight()
-- CheckFightingMapTrainers (home/trainers.asm) zeroes hJoyHeld and
@@ -1095,6 +1105,7 @@ function OverworldState:update(dt)
-- the player can never start another step after being spotted.
scripted = self.runner:isRunning() or #self.scriptMoves > 0
or self.engaging or self.emote or self.teleportOut
or self.flyAnim or self.flyArrive
end
if not scripted and not self.transitioning then
self:handleInput()
@@ -1664,6 +1675,10 @@ end
-- Goldeen/Poliwag L10; Super Rod uses the map's extracted fishing group
-- (no group means "Not even a nibble!").
function OverworldState:goFishing(rod)
if GameVersion.isYellow() then
Game.save.pikachuEmotionModifier = 2
Game.save.pikachuMood = 0x81
end
local pool, always = fishingPool(Game.data, rod, self.map.id)
local enc
if Runtime.wantsHook("encounter.fishing") then
@@ -1980,10 +1995,12 @@ function OverworldState:tryHiddenObject(fx, fy)
end
save.hiddenTaken[key] = true
local name = Game.data.items[h.item] and Game.data.items[h.item].name or h.item
-- hidden items always play SFX_GET_ITEM_2 (hidden_items.asm)
require("src.core.Sound").play(Game.data, "Get_Item2")
-- hidden items always play SFX_GET_ITEM_2, and FoundHiddenItemText's
-- text_asm tail runs it as PlaySoundWaitForCurrent +
-- WaitForSoundToFinish once the box has printed (hidden_items.asm)
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%s!", save.player.name, name)))
Strings("%s found\n%s!", save.player.name, name),
nil, TextBox.soundOpts(Game, "Get_Item2")))
return true
end
end
@@ -1995,9 +2012,9 @@ function OverworldState:tryHiddenObject(fx, fy)
if not save.inventory.COIN_CASE then return false end
save.hiddenTaken[key] = true
save.coins = math.min(9999, (save.coins or 0) + h.coins)
require("src.core.Sound").play(Game.data, "Get_Item2")
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%d coins!", save.player.name, h.coins)))
Strings("%s found\n%d coins!", save.player.name, h.coins),
nil, TextBox.soundOpts(Game, "Get_Item2")))
return true
end
end
@@ -2644,10 +2661,11 @@ function OverworldState:talkTo(npc)
end
local name = Game.data.items[d.item] and Game.data.items[d.item].name or d.item
local ddef = Game.data.items[d.item]
require("src.core.Sound").play(Game.data,
(ddef and ddef.keyItem) and "Get_Key_Item" or "Get_Item1")
-- FoundItemText: text_far, sound_get_item_1, text_end (pick_up_item.asm)
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%s!", Game.save.player.name, name)))
Strings("%s found\n%s!", Game.save.player.name, name), nil,
TextBox.soundOpts(Game,
(ddef and ddef.keyItem) and "Get_Key_Item" or "Get_Item1")))
return
end
@@ -2905,6 +2923,11 @@ end
-- POKéMON" and "fighting fit".
function OverworldState:nurseHeal(onDone, npc)
local t = Game.data.text
if self.map.id == "PEWTER_POKECENTER" and self.pikachuPewterSleepScene then
Game.stack:push(TextBox.new(Game,
t._LooksContentText or Strings("PIKACHU looks\ncontent."), onDone))
return
end
local bye = t._PokemonCenterFarewellText or romText(Game.data, "_PokemonCenterFarewellText", "We hope to see\nyou again!")
local hello = t._PokemonCenterWelcomeText
or Strings("Welcome to our\nPOKéMON CENTER!")
@@ -2978,9 +3001,13 @@ function OverworldState:finishNurseHeal(bye, onDone, npc)
end))
end
if not npc then farewell() return end
npc.facing = "up"
npc.frameOverride = 3
-- bubble = false is the silent world hold, this port's DelayFrames
self.emote = { npc = npc, frames = 20, bubble = false, onDone = farewell }
self.emote = { npc = npc, frames = 20, bubble = false, onDone = function()
npc.frameOverride = nil
npc:facePlayer(self.player)
farewell()
end }
end))
end
@@ -2992,6 +3019,11 @@ end
-- for the original serial handshake; declining prints "Please come again!"
function OverworldState:cableClubReceptionist(onDone)
local t = Game.data.text
if self.map.id == "PEWTER_POKECENTER" and self.pikachuPewterSleepScene then
Game.stack:push(TextBox.new(Game,
t._LooksContentText or Strings("PIKACHU looks\ncontent."), onDone))
return
end
local welcome = t._CableClubNPCWelcomeText or romText(Game.data, "_CableClubNPCWelcomeText", "Welcome to the\nCable Club!")
if not Game.save.flags.EVENT_GOT_POKEDEX then
-- CableClubNPC .didNotConnect path before the pokedex
@@ -3162,6 +3194,58 @@ local function giveVictoryItem(reward)
return true
end
-- A gym's reward text is not one box. Every gym script carries a sound
-- command right after the FIRST label of each reward group
-- (scripts/PewterGym.asm PewterGymBrockReceivedBoulderBadgeText's
-- sound_level_up, PewterGymReceivedTM34Text's sound_get_item_1, and the
-- equivalents in the other seven), and home/text.asm TextCommand_SOUND
-- plays it only once that page has typed out, then blocks on
-- WaitForSoundToFinish before the next page prints. So the pages
-- accumulate and split into separate boxes at the sound points, each box
-- chained off the previous one's button press.
local function rewardChain()
local chain = { boxes = {}, pending = {} }
function chain.flush(sound)
if #chain.pending > 0 then
table.insert(chain.boxes,
{ text = table.concat(chain.pending, "\f"), sound = sound })
chain.pending = {}
end
end
-- one reward group; `sound` rides its first page, where the scripts put it
function chain.add(labels, sound)
local text = Game.data.text or {}
local n = 0
for _, label in ipairs(labels or {}) do
if text[label] and text[label] ~= "" then
table.insert(chain.pending, text[label])
n = n + 1
if n == 1 and sound then chain.flush(sound) end
end
end
end
-- the synthetic stand-in line a reward with no `dialogue` shows
function chain.line(str, sound)
table.insert(chain.pending, str)
if sound then chain.flush(sound) end
end
function chain.push(done)
chain.flush()
local function step(i)
local box = chain.boxes[i]
if not box then
if done then done() end
return
end
local opts = box.sound and TextBox.soundOpts(Game, box.sound) or nil
Game.stack:push(TextBox.new(Game, box.text,
function() step(i + 1) end, opts))
end
step(1)
end
return chain
end
-- Badges/items awarded after specific battles (data/scripts/victories.lua).
-- `deactivate` retires unfought gym/dojo trainers the way the originals'
-- SetEvent / SetEventRange do after the leader victory.
@@ -3198,44 +3282,31 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
-- retries the hand-over later (offerGymTm via gyms.lua)
tmGiven = giveVictoryItem(reward)
end
local lines = {}
local chain = rewardChain()
if reward.dialogue then
local text = Game.data.text or {}
for _, label in ipairs(reward.dialogue) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
chain.add(reward.dialogue, reward.badgeSound)
if reward.item then
for _, label in ipairs(reward.tmPre or {}) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
chain.add(reward.tmPre)
if tmGiven then
for _, label in ipairs(reward.tmDialogue or {}) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
elseif reward.noRoom and text[reward.noRoom] and text[reward.noRoom] ~= "" then
table.insert(lines, text[reward.noRoom])
chain.add(reward.tmDialogue, reward.tmSound)
else
chain.add({ reward.noRoom })
end
end
elseif reward.badge or reward.item then
if reward.badge then
local name = Game.data.items[reward.badge] and Game.data.items[reward.badge].name
or reward.badge
table.insert(lines, Strings("%s received\nthe %s!", Game.save.player.name, name))
chain.line(Strings("%s received\nthe %s!", Game.save.player.name, name),
reward.badgeSound)
end
if tmGiven then
local name = Game.stringBuffer or reward.item
table.insert(lines, Strings("%s received\n%s!", Game.save.player.name, name))
chain.line(Strings("%s received\n%s!", Game.save.player.name, name),
reward.tmSound)
end
end
if #lines > 0 then
Game.stack:push(TextBox.new(Game, table.concat(lines, "\f")))
end
chain.push()
self:runVictoryHook()
end
@@ -3246,24 +3317,14 @@ end
-- show again, then the same GiveItem check decides between the received
-- lines and the "make room" text.
function OverworldState:offerGymTm(reward, done)
local text = Game.data.text or {}
local lines = {}
local function addLine(label)
if label and text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
for _, label in ipairs(reward.tmPre or {}) do addLine(label) end
local chain = rewardChain()
chain.add(reward.tmPre)
if giveVictoryItem(reward) then
for _, label in ipairs(reward.tmDialogue or {}) do addLine(label) end
chain.add(reward.tmDialogue, reward.tmSound)
else
addLine(reward.noRoom)
end
if #lines > 0 then
Game.stack:push(TextBox.new(Game, table.concat(lines, "\f"), done))
elseif done then
done()
chain.add({ reward.noRoom })
end
chain.push(done)
end
-- pokered reloads the map after every battle, re-running the map
@@ -3641,8 +3702,9 @@ function OverworldState:onStepComplete()
end
end
-- wild encounters in grass, on water while surfing, or -- on indoor
-- maps whose tileset is not FOREST -- on EVERY tile
-- wild encounters in grass, on water while surfing (at the map's water
-- rate, which is 0 on every indoor map), or -- on indoor maps whose
-- tileset is not FOREST -- on every other tile
-- (wild_encounters.asm: caves, towers, the Mansion, Power Plant)
-- The cooldown is checked after all other step processing so repel and
-- movement systems continue to advance during the protected steps.
@@ -3650,10 +3712,10 @@ function OverworldState:onStepComplete()
local encDef = Game.data.encounters[self.map.id]
local enc
local indoor = Game.data.field.indoorEncounters
if p.surfing and encDef and encDef.water and self.map:isWaterCell(p.cellX, p.cellY) then
enc = self:rollEncounter({ grass = encDef.water }, "water")
elseif self.map:isGrassCell(p.cellX, p.cellY) then
if self.map:isGrassCell(p.cellX, p.cellY) then
enc = self:rollEncounter(encDef, "grass")
elseif p.surfing and self.map:isWaterCell(p.cellX, p.cellY) then
enc = self:rollEncounter({ grass = encDef and encDef.water }, "water")
elseif indoor and self.map.def.index >= indoor.firstIndoorMap
and self.map.def.tileset ~= indoor.excludedTileset then
enc = self:rollEncounter(encDef, "indoor")
@@ -3774,10 +3836,10 @@ function OverworldState:checkBadgeGate()
if Game.save.inventory[g.badge] then
if not Game.save.flags[passedFlag] then
Game.save.flags[passedFlag] = true
-- Route22GateGuardGoRightAheadText plays sound_get_item_1
require("src.core.Sound").play(Game.data, "Get_Item1")
-- Route22GateGuardGoRightAheadText carries sound_get_item_1
Game.stack:push(TextBox.new(Game,
t["_" .. g.passText] or Strings("Go right ahead!")))
t["_" .. g.passText] or Strings("Go right ahead!"),
nil, TextBox.soundOpts(Game, "Get_Item1")))
end
return false
end
@@ -3802,11 +3864,11 @@ function OverworldState:checkBadgeGate()
and Game.data.items[guard.badge].name or guard.badge
if Game.save.inventory[guard.badge] then
Game.save.flags[guard.event] = true
-- Route23OhThatIsTheBadgeText plays sound_get_item_1
require("src.core.Sound").play(Game.data, "Get_Item1")
-- Route23OhThatIsTheBadgeText carries sound_get_item_1
local text = (t["_" .. g.passText] or
Strings("Oh! That is the\n{RAM}!")):gsub("{RAM:wNameBuffer}", badgeName)
Game.stack:push(TextBox.new(Game, text))
Game.stack:push(TextBox.new(Game, text,
nil, TextBox.soundOpts(Game, "Get_Item1")))
return false
end
-- Route23YouDontHaveTheBadgeYetText plays SFX_DENIED
@@ -4450,7 +4512,7 @@ function OverworldState:scriptMove(entity, dir, tiles, onDone)
})
end
-- A step-in-place beat: the entity plays one walk-cycle animation (16
-- A step-in-place beat: the entity plays one walk-cycle animation (32
-- frames) without translating, keeping its current facing. Ports the
-- NPC_CHANGE_FACING movement byte (engine/overworld/movement.asm
-- ChangeFacingDirection -> zero-delta TryWalking), used for Oak marching
@@ -4463,7 +4525,7 @@ end
-- Advance scripted moves in two phases so a chained step (a new move
-- queued by a completing move's onDone) begins the SAME frame the
-- previous one ends -- back-to-back 16-frame tiles like the GB's
-- previous one ends -- back-to-back 32-frame tiles like the GB's
-- simulated-joypad / NPC scripted movement, with no idle frame between
-- tiles. Phase 1 retires finished moves (which may chain new ones);
-- phase 2 then starts every not-yet-moving move.
+52 -1
View File
@@ -65,6 +65,17 @@ function PikachuFollower.starterInParty(save, needHealthy)
return nil
end
function PikachuFollower.isStarterPikachu(save, mon)
if not (mon and mon.species == "PIKACHU") then return false end
local player = save.player or {}
return mon.otId == player.id and mon.ot == player.name
end
function PikachuFollower.isFollowingDisabled(ow)
return ow and (ow.pikachuBillsScene or ow.pikachuFanClubScene
or ow.pikachuPewterSleepScene) and true or false
end
-- ModifyPikachuHappiness. mon is the party mon the event applied to for
-- the per-mon reasons (IsThisPartyMonStarterPikachu); GYMLEADER and
-- WALKING instead require any healthy starter in the party
@@ -199,6 +210,7 @@ function PikachuFollower.onMapEntered(game, ow, opts, viaMapLoad)
-- Bill's House owns a short scripted scene that deliberately keeps
-- Pikachu off the normal trailing loop. A new map instance ends it.
ow.pikachuBillsScene = nil
ow.pikachuFanClubScene = nil
remove(ow)
if not shouldSpawn(game, ow) then return end
-- opts.keepPikachu is the follower a connection crossing kept alive:
@@ -410,7 +422,8 @@ end
-- (pikachu_follow.asm keeps it one walk step behind)
function PikachuFollower.update(game, ow)
if ow.pikaHop then return end -- the counter hop owns the follower (#417)
if ow.pikachuBillsScene then return end
if ow.pikachuBillsScene or ow.pikachuFanClubScene
or ow.pikachuPewterSleepScene then return end
local npc = findFollower(ow)
if not npc then
if shouldSpawn(game, ow) then PikachuFollower.onMapEntered(game, ow) end
@@ -713,6 +726,13 @@ function PikachuFollower.talk(game, ow, npc, done)
ow.player.facing = OPPOSITE[npc.facing] or ow.player.facing
local save = game.save
local emotion = selectEmotion(game, ow, save)
if ow.pikachuPewterSleepScene then
local finish = done
done = function()
ow.pikachuPewterSleepScene = nil
if finish then finish() end
end
end
local e = EMOTIONS[emotion] or EMOTIONS[1]
if e.turnAway then
npc.facing = ow.player.facing -- pikaemotion_9: back to the player
@@ -798,10 +818,41 @@ local function movePikachu(ow, npc, steps, onDone)
nextStep(1)
end
function PikachuFollower.onFanClubEntered(game, ow)
if not (GameVersion.isYellow() and ow.map
and ow.map.id == "POKEMON_FAN_CLUB") then return end
local active = game.save.pikachuMapScriptActive
game.save.pikachuMapScriptActive = true
if active then return end
local starter = PikachuFollower.starterInParty(game.save)
local npc = findFollower(ow)
if not npc or (starter and starter.status) then return end
ow.pikachuFanClubScene = true
ow.player.facing = "down"
for _, other in ipairs(ow.npcs or {}) do
if other.def and other.def.name == "POKEMONFANCLUB_SEEL" then
other.movementStatus = 2
other.facing = "down"
break
end
end
billsHouseEmotion(game, ow, npc, "EXCLAMATION_BUBBLE")
movePikachu(ow, npc, { { "up", 1 }, { "right", 3 }, { "up", 1 } }, function()
npc.facing = "up"
end)
end
function PikachuFollower.onBillsHouseEnter(game, ow)
if not (GameVersion.isYellow() and ow.map and ow.map.id == "BILLS_HOUSE") then
return
end
-- BillsHouse_CheckMetBill (scripts/BillsHouse.asm:22-40) sets
-- BIT_PIKACHU_MAP_SCRIPT_ACTIVE and rets nz before it looks at
-- EVENT_MET_BILL_2; the bit rides sMainData, so a reload inside the house
-- resumes at BillsHouseScript1's bare ret (#919).
local active = game.save.pikachuMapScriptActive
game.save.pikachuMapScriptActive = true
if active then return end
if game.save.flags.EVENT_MET_BILL_2 then return end
-- BillsHouseScript0 (scripts/BillsHouse.asm:41-47) only runs the confused
-- walk while CheckPikachuStatusCondition comes back clear
+3 -73
View File
@@ -6,8 +6,8 @@
-- stays unsupported; anything a mod legitimately needs belongs here.
local Logger = require("src.core.Logger")
local Assets = require("src.render.Assets")
local MapLoader = require("src.world.MapLoader")
local MapOverview = require("src.world.MapOverview")
local Party = require("src.pokemon.Party")
local Runtime = require("src.mods.Runtime")
@@ -15,59 +15,6 @@ local WorldAPI = {}
WorldAPI.__index = WorldAPI
local NO_OVERWORLD = "no overworld"
local overviewShades = {}
Assets.register(function() overviewShades = {} end)
local function shadeDigit(sum, pixelCount)
return tostring(math.max(0, math.min(3,
math.floor((1 - sum / pixelCount) * 3 + 0.5))))
end
local function mapTileRows(map)
local tileset = map.tileset
if not (tileset and tileset.image and tileset.tilesPerRow) then return nil end
local cached = overviewShades[tileset.image]
if not cached then
local ok, pixels = pcall(Assets.imageData, tileset.image)
if not ok then return nil end
cached = { pixels = pixels, shades = {} }
overviewShades[tileset.image] = cached
end
local rows, detailRows, perRow = {}, {}, tileset.tilesPerRow
for ty = 0, map.heightCells * 2 - 1 do
local row, detailTop, detailBottom = {}, {}, {}
for tx = 0, map.widthCells * 2 - 1 do
local tile = map:tileAt(tx, ty)
local shades = cached.shades[tile]
if shades == nil then
local sums = { 0, 0, 0, 0 }
local ox, oy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
for py = 0, 7 do
for px = 0, 7 do
local r, g, b = cached.pixels:getPixel(ox + px, oy + py)
local quadrant = math.floor(py / 4) * 2 + math.floor(px / 4) + 1
sums[quadrant] = sums[quadrant]
+ r * 0.2126 + g * 0.7152 + b * 0.0722
end
end
shades = {
shadeDigit(sums[1] + sums[2] + sums[3] + sums[4], 64),
shadeDigit(sums[1], 16), shadeDigit(sums[2], 16),
shadeDigit(sums[3], 16), shadeDigit(sums[4], 16),
}
cached.shades[tile] = shades
end
row[#row + 1] = shades[1]
detailTop[#detailTop + 1] = shades[2] .. shades[3]
detailBottom[#detailBottom + 1] = shades[4] .. shades[5]
end
rows[#rows + 1] = table.concat(row)
detailRows[#detailRows + 1] = table.concat(detailTop)
detailRows[#detailRows + 1] = table.concat(detailBottom)
end
return rows, detailRows
end
local function acceptsMenuInput(game, ow)
local stack = game and game.stack
@@ -147,16 +94,7 @@ end
function WorldAPI:mapOverview()
local ow = self:overworld()
if not ow or not ow.map then return nil, NO_OVERWORLD end
local map, rows, markers = ow.map, {}, {}
for y = 0, map.heightCells - 1 do
local row = {}
for x = 0, map.widthCells - 1 do
row[#row + 1] = map:isWarpTileCell(x, y) and "+"
or map:isWaterCell(x, y) and "~"
or map:isWalkableCell(x, y) and "." or " "
end
rows[#rows + 1] = table.concat(row)
end
local map, markers = ow.map, {}
local def = map.def or {}
for _, warp in ipairs(def.warps or {}) do
markers[#markers + 1] = { kind = "warp", x = warp.x, y = warp.y }
@@ -175,15 +113,7 @@ function WorldAPI:mapOverview()
markers[#markers + 1] = { kind = "hidden", x = item.x, y = item.y }
end
end
local tileRows, tileDetailRows = mapTileRows(map)
return { mapId = map.id, width = map.widthCells,
height = map.heightCells, rows = rows, markers = markers,
tileRows = tileRows,
tileWidth = tileRows and map.widthCells * 2,
tileHeight = tileRows and map.heightCells * 2,
tileDetailRows = tileDetailRows,
tileDetailWidth = tileDetailRows and map.widthCells * 4,
tileDetailHeight = tileDetailRows and map.heightCells * 4 }
return MapOverview.build(map, markers)
end
-- opts.arrive = "fly" | "teleport" picks the arrival FX; anything else
+27
View File
@@ -25,6 +25,8 @@
local Logger = require("src.core.Logger")
local Movement = require("src.script.gen2.Movement")
local Runtime = require("src.mods.Runtime")
local HiddenItems = require("src.world.gen2.HiddenItems")
local MapOverview = require("src.world.MapOverview")
local WorldAPI = {}
WorldAPI.__index = WorldAPI
@@ -50,6 +52,31 @@ function WorldAPI:current()
facing = p and p.facing }
end
-- The same read-only minimap contract as Gen 1, with Gold's object/event
-- visibility rules supplying the semantic markers.
function WorldAPI:mapOverview()
local world = self:overworld()
if not world or not world.map then return nil, NO_OVERWORLD end
local map, def, markers = world.map, world.map.def or {}, {}
for _, warp in ipairs(def.warps or {}) do
markers[#markers + 1] = { kind = "warp", x = warp.x, y = warp.y }
end
local visible = {}
for _, npc in ipairs(world.npcs or {}) do
if npc.def then visible[npc.def] = true end
end
for _, obj in ipairs(def.objects or {}) do
local item = obj.itemball and obj.itemball.item
if item and item ~= "0" and item ~= 0 and visible[obj] then
markers[#markers + 1] = { kind = "item", x = obj.x, y = obj.y }
end
end
for _, item in ipairs(HiddenItems.unfound(def, world.events)) do
markers[#markers + 1] = { kind = "hidden", x = item.x, y = item.y }
end
return MapOverview.build(map, markers)
end
-- opts is accepted for signature parity with the Gen 1 arm; Gold's arrival FX
-- come from the map setup method, so opts.arrive has nothing to select yet.
function WorldAPI:warpTo(mapId, x, y, facing, opts)
@@ -191,12 +191,12 @@ return function(game)
return cond()
end
-- Jump the flash clock to just under FLASH_FRAMES (220) once the shot is
-- Jump the flash clock to just under FLASH_FRAMES (368) once the shot is
-- taken. EvolutionState:update only compares self.t against that constant,
-- so this ends the animation early without touching the palette logic.
local function skipToEnd()
local st = evoTop()
if st then st.t = 214 end
if st then st.t = 362 end
end
local function startEvo(species, into)
@@ -212,7 +212,7 @@ return function(game)
-- ---- case 1: the reported case, SGB, mid-flash --------------------------
local weedle = startEvo("WEEDLE", "KAKUNA")
U.wait(24) -- into the flash, far short of FLASH_FRAMES = 220
U.wait(24) -- into the flash, far short of FLASH_FRAMES = 368
U.shot(game, DIR .. "/evo279_1_flash_sgb.png")
local c1 = probe("flash/SGB", {
monYellow1 = YELLOW[2], monYellow2 = YELLOW[3],
@@ -6,7 +6,7 @@
-- LINK_STATE_TRADING) skip that poll and cannot be cancelled.
--
-- Case 1 (level path, cancelable): open EvolutionState directly, wait past
-- the 80-frame pre-animLoop delay (still well under FLASH_FRAMES=220),
-- the 80-frame pre-animLoop delay (still well under FLASH_FRAMES=368),
-- press B, and assert the mon stays CATERPIE with the "stopped evolving"
-- text on screen.
-- Case 1b: after cancel, checkParty with no level-ups must not re-offer;
@@ -81,7 +81,7 @@ return function(game)
Evolution.evolve(game, mon, "METAPOD", function() done1 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case1)") end
U.wait(100) -- past the 80-frame pre-animLoop delay, still under 220
U.wait(100) -- past the 80-frame pre-animLoop delay, still under 368
U.log("case1 flash", "t=", top().t, "species=", mon.species)
U.shot(game, DIR .. "/evo213_1_evolving.png")
@@ -133,8 +133,8 @@ return function(game)
local done2 = false
Evolution.evolve(game, mon2, "METAPOD", function() done2 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case2)") end
-- let the full flash run (FLASH_FRAMES=220) without pressing B
waitFor(function() return not evoTop() end, 400)
-- let the full flash run (FLASH_FRAMES=368) without pressing B
waitFor(function() return not evoTop() end, 500)
if not waitFor(function() return findText("evolved into") ~= nil end, 120) then
error("Congratulations text not shown (case2)")
end
+3 -3
View File
@@ -89,8 +89,8 @@ return function(game)
Evolution.evolve(game, mon, "GYARADOS", function() done1 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case1)") end
-- let the full flash run (FLASH_FRAMES=220) with no input, then apply
waitFor(function() return not evoTop() end, 400)
-- let the full flash run (FLASH_FRAMES=368) with no input, then apply
waitFor(function() return not evoTop() end, 500)
if not waitFor(function() return findText("evolved into") ~= nil end, 120) then
error("Congratulations text not shown (case1)")
end
@@ -124,7 +124,7 @@ return function(game)
local done2 = false
Evolution.evolve(game, mon2, "GYARADOS", function() done2 = true end)
if not waitFor(evoTop, 300) then error("EvolutionState never opened (case2)") end
waitFor(function() return not evoTop() end, 400)
waitFor(function() return not evoTop() end, 500)
if not waitFor(function() return findText("evolved into") ~= nil end, 120) then
error("Congratulations text not shown (case2)")
end
@@ -0,0 +1,188 @@
-- Driver: a trainer who walked up to the player must be back on her spawn
-- cell the next time her map loads, connection crossings included (#1028).
-- .loadNewMap calls LoadMapHeader for a seam crossing exactly as a warp does,
-- and .loadSpriteData zeroes the sprite state data and re-seeds every
-- SPRITESTATEDATA2_MAPY/MAPX from the map header's object data
-- (pokered home/overworld.asm), so only the save-side defeat flag survives.
--
-- Route 3's Lass (data/maps/objects/Route3.asm object_event 23, 4,
-- SPRITE_COOLTRAINER_F, STAY, LEFT, ..., OPP_LASS) has sight range 4, so
-- standing above the third Bug Catcher at (19,4) is inside her line and she
-- walks dist-1 = 3 cells west to (20,4) -- the reporter's exact setup.
--
-- POKEPORT_DRIVER=tests/drivers/trainer_reset_bug1028_test.lua \
-- POKEPORT_IDENTITY=bug1028 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Zoom = require("src.render.Zoom")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local MAP = "ROUTE_3"
local TARGET = 6
local SPAWN = { x = 23, y = 4 }
local STAND = { x = 19, y = 4 }
local pass = true
local function check(label, ok)
if not ok then pass = false end
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function lass()
local ow = game.overworld
for _, n in ipairs(ow and ow.npcs or {}) do
if n.def and n.def.index == TARGET then return n end
end
return nil
end
local function at(n) return n and (n.cellX .. "," .. n.cellY) or "absent" end
-- hold a direction until cond() or the budget runs out, then let the
-- half-finished step land
local function holdUntil(btn, cond, budget)
local first = true
for _ = 1, budget or 900 do
if cond() then break end
if first then table.insert(game.input.pressQueue, btn); first = false end
game.input.state[btn] = true
coroutine.yield()
end
game.input.state[btn] = false
for _ = 1, 40 do
local ow = game.overworld
if ow and not ow.player.moving then break end
coroutine.yield()
end
U.wait(4)
return cond()
end
local function walkTo(btn, axis, want, budget)
return holdUntil(btn, function()
local p = game.overworld and game.overworld.player
return p and p[axis] == want and not p.moving
end, budget)
end
local function onMap(id)
return game.overworld and game.overworld.map and game.overworld.map.id == id
end
-- mash A until the battle stack unwinds back to the overworld
local function mashToOverworld(budget)
for _ = 1, budget or 4000 do
if game.stack:top() == game.overworld and not game.overworld.engaging then
return true
end
U.tap(game, "a")
U.wait(3)
end
return false
end
-- absolute zoom: reset first so every shot frames the same amount of world
local function survey(n)
Zoom.reset()
U.wait(2)
for _ = 1, n do game:zoomStep(-1) end
U.wait(30)
end
-- back up to the sighting cell so the before/after shots share a camera
local function returnToStand()
walkTo("right", "cellX", 11)
walkTo("up", "cellY", 4)
walkTo("right", "cellX", STAND.x)
end
game.save.party = {
Pokemon.new(game.data, "CHARIZARD", 80),
Pokemon.new(game.data, "SNORLAX", 80),
}
game.save.player.name = "MATT"
U.teleport(game, MAP, STAND.x, STAND.y, "right")
U.wait(20)
-- only the target Lass may engage: the reporter has already cleared the
-- Bug Catchers and Youngsters ahead of her
local ow = game.overworld
for _, n in ipairs(ow.npcs) do
if n.def.trainerClass and n.def.index ~= TARGET then
game.save.defeatedTrainers[n.id] = true
end
end
local l = lass()
check("Lass starts on her spawn cell " .. SPAWN.x .. "," .. SPAWN.y,
l ~= nil and l.cellX == SPAWN.x and l.cellY == SPAWN.y)
U.log("spawn:", at(l))
-- she sights the player and walks up, then the battle runs
for _ = 1, 600 do
if ow.engaging then break end
coroutine.yield()
end
check("the Lass sighted the player at " .. STAND.x .. "," .. STAND.y, ow.engaging == true)
check("the battle ran to completion", mashToOverworld())
U.wait(30)
l = lass()
local movedX, movedY = l and l.cellX, l and l.cellY
U.log("after the walk-up she stands at", at(l))
check("she is off her spawn cell after walking up",
l ~= nil and not (movedX == SPAWN.x and movedY == SPAWN.y))
check("she is recorded as defeated", game.save.defeatedTrainers[l.id] == true)
survey(4)
U.shot(game, DIR .. "/bug1028_1_walked_up.png")
Zoom.reset()
U.wait(5)
-- west along row 4, down the single gap at column 11, then west on row 9
-- to the Pewter City seam
walkTo("left", "cellX", 11)
walkTo("down", "cellY", 9)
check("reached the descent column", game.overworld.player.cellX == 11
and game.overworld.player.cellY == 9)
-- crossing x=0 westward is the seam: crossConnection, not a warp
holdUntil("left", function() return onMap("PEWTER_CITY") end, 1200)
check("crossed the seam into Pewter City", onMap("PEWTER_CITY"))
survey(12)
U.shot(game, DIR .. "/bug1028_2_pewter_survey.png")
Zoom.reset()
U.wait(5)
-- and back east into Route 3, the map load that must re-seed her
holdUntil("right", function() return onMap(MAP) end, 1200)
check("crossed back into Route 3", onMap(MAP))
U.wait(30)
l = lass()
U.log("after the return crossing she stands at", at(l))
check("she is back on her spawn cell " .. SPAWN.x .. "," .. SPAWN.y,
l ~= nil and l.cellX == SPAWN.x and l.cellY == SPAWN.y)
check("she is still recorded as defeated",
l ~= nil and game.save.defeatedTrainers[l.id] == true)
-- same cell, same zoom as shot 1: she should now be three cells further
-- east, and being defeated she must not re-engage on the way back in
returnToStand()
check("walked back to the sighting cell",
game.overworld.player.cellX == STAND.x
and game.overworld.player.cellY == STAND.y)
check("a defeated trainer does not re-engage", game.overworld.engaging ~= true)
survey(4)
U.shot(game, DIR .. "/bug1028_3_reset.png")
Zoom.reset()
U.log(pass and "RESULT PASS" or "RESULT FAIL")
love.event.quit(pass and 0 or 1)
while true do coroutine.yield() end
end

Some files were not shown because too many files have changed in this diff Show More