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2 Commits

Author SHA1 Message Date
bryanthaboi 347838619b fixing bugs 2026-07-25 12:35:00 -04:00
bryanthaboi 9307488dc1 new launcher and save converts and pipeline 2026-07-25 08:34:49 -04:00
1491 changed files with 10799 additions and 452525 deletions
+1 -50
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@@ -18,21 +18,6 @@ body:
validations:
required: true
- type: dropdown
id: game
attributes:
label: Which game were you playing
description: Pick every version you saw the bug in. Use N/A if it isn't game-specific.
multiple: true
options:
- Red
- Blue
- Yellow
- Gold
- N/A
validations:
required: true
- type: dropdown
id: os
attributes:
@@ -40,33 +25,10 @@ body:
options:
- macOS
- Windows
- Linux
- Android
- iOS
- Multiple platforms
- Both
validations:
required: true
- type: dropdown
id: mods_enabled
attributes:
label: Were any mods on
description: Check the MODS tab in the launcher if you're not sure.
options:
- "No"
- "Yes"
validations:
required: true
- type: input
id: mods_which
attributes:
label: Which mods (if any were on)
description: List the enabled mods. Leave blank if none were on.
placeholder: nuzlocke 1.0.0, running-shoes 0.3
validations:
required: false
- type: input
id: version
attributes:
@@ -76,17 +38,6 @@ body:
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers can ping you on Discord if they need a quick follow-up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: input
id: location
attributes:
+19 -49
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@@ -1,68 +1,35 @@
name: Feature request
description: Ask for something new in the engine, launcher, or platform — not a content/gameplay mod.
description: Ask for something new, or a change to how something already works.
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
Use this for **engine / launcher / platform** work (ports, video options, save
tooling, networking, mod API seams, docs).
If what you want is a gameplay, cosmetic, audio, or QoL change that a Lua mod
could ship — running shoes, alternate sprites, day/night, shiny indicators,
Gen 2-like battle toggles, soundtrack packs — open a
**[Mod request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=mod_request.yml)**
instead.
"Can we add X" on its own is hard to act on. Say what you want, why you want it,
and how you picture it working.
and how you picture it working. A request with real detail is one someone can
actually build without guessing at what you meant.
- type: input
id: summary
attributes:
label: One line summary
description: What you want, in a sentence.
placeholder: Add Linux AppImage releases next to the macOS and Windows builds
placeholder: Add a run toggle so you can move at bike speed without the bike
validations:
required: true
- type: dropdown
id: game
attributes:
label: Which game is this about
description: Pick every version it applies to. Use N/A if it isn't game-specific.
multiple: true
options:
- Red
- Blue
- Yellow
- Gold
- N/A
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers can ping you on Discord if they need a quick follow-up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: textarea
id: what
attributes:
label: What do you want
description: >
Describe it properly. What is it, where does it live (launcher, options,
engine), what does the player see or do. If it changes something that already
exists, say what it does today and what it should do instead.
Describe it properly. What is it, where does it live in the game, what does the
player see or do. If it changes something that already exists, say what it does today
and what it should do instead.
placeholder: |
Ship a Linux AppImage on each release, same version as the macOS/Windows builds,
with the same save folder layout and mod discovery path.
A hold-to-run button, the way later Pokemon games do it. Hold B while moving on
foot and the player moves at bike speed. Release and you go back to walking.
Doesn't work indoors where the bike doesn't work, doesn't work in battles or menus.
validations:
required: true
@@ -74,8 +41,9 @@ body:
What's annoying or missing right now. What does this fix. If it's just because you
think it would be fun, say that, it's a real answer.
placeholder: |
LÖVE already runs on Linux; without a packaged build, players have to assemble
it themselves and miss release notes / update checks.
Backtracking across routes you've already cleared is slow, and the bike is a menu
dive away and doesn't work in a lot of places. Running would cut a lot of dead time
without making the game easier.
validations:
required: true
@@ -84,12 +52,14 @@ body:
attributes:
label: How should it work
description: >
The specifics. Which menu, what happens in the edge cases. If you don't
The specifics. Which button, which menu, what happens in the edge cases. If you don't
know, say what you'd expect as a player and leave the rest open.
placeholder: |
- GitHub Releases asset next to the .dmg / .exe
- Same options.lua / mods/ layout as desktop
- Documented in the README install section
- Hold B on the overworld to run
- Same speed as the bike
- Disabled anywhere the bike is disabled
- Sprite should probably need a running animation, not sure what that takes
- No effect on encounter rates
validations:
required: true
-130
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@@ -1,130 +0,0 @@
name: Mod request
description: Ask for a gameplay, cosmetic, audio, or QoL change that belongs as a Lua mod.
labels: ["mod request"]
body:
- type: markdown
attributes:
value: |
This tracker is for ideas that should ship as **mods**, not as core engine
features — alternate sprites, running shoes, day/night, shiny indicators,
soundtrack packs, Gen 2-like battle toggles, map cosmetics, bag QoL, etc.
The engine already exposes a lot of this through registries and hooks
([modding wiki](https://github.com/bryanthaboi/gen1recomp/wiki)).
Use a **Feature request** instead for launcher / ports / video options /
networking / save tooling / new API seams.
- type: input
id: summary
attributes:
label: One line summary
description: What the mod should do, in a sentence.
placeholder: Hold B to run at bike speed on the overworld
validations:
required: true
- type: dropdown
id: game
attributes:
label: Which game is this for
description: Pick every version the mod should cover. Use N/A if it isn't game-specific.
multiple: true
options:
- Red
- Blue
- Yellow
- Gold
- N/A
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers or mod authors can ping you on Discord if they pick this up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: textarea
id: what
attributes:
label: What should the mod do
description: >
Describe the player-facing behavior. What changes, where, what does the
player see or press. If it toggles from Options or a START-menu entry, say so.
placeholder: |
Hold B while walking outdoors to move at bike speed. Release to walk again.
Same places the bike is allowed; no effect in battles or menus.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why is this worth doing as a mod
description: >
Why optional/modded rather than a core option. Who wants it on, who wants
vanilla left alone.
placeholder: |
Great for replaying and backtracking, but some people want a strict Gen 1
pace. A mod (or an opt-in mod option) keeps both camps happy.
validations:
required: true
- type: textarea
id: how
attributes:
label: How should it work
description: >
Buttons, menus, edge cases, whether it needs new art/audio. If you know a
hook or registry that fits (movement.speed, pokemon.sprite, rulesets, …),
mention it — otherwise leave it open.
placeholder: |
- Hold B on the overworld
- Same step timing as the bike
- Disabled where the bike is disabled
- Prefer hooks:wrap("movement.speed") if that still fits
validations:
required: true
- type: dropdown
id: vanilla
attributes:
label: With the mod off, is vanilla unchanged
options:
- Yes — parity when disabled
- No — it would replace something always-on
- Not sure
validations:
required: true
- type: dropdown
id: category
attributes:
label: Best-fit mod category
description: Same taxonomy as example mods (BALANCE, GRAPHICS, AUDIO, …).
options:
- GAMEPLAY / QoL
- GRAPHICS
- AUDIO
- BALANCE / ruleset
- CONTENT (maps, encounters, trainers)
- UI / TOOL
- TOTAL_CONVERSION-ish
- Not sure
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Reference screenshots, other games/hacks that do it, related issues, or
"I'd like to try writing this myself." Leave blank if nothing comes to mind.
validations:
required: false
-6
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@@ -1,6 +0,0 @@
version: 2
updates:
- package-ecosystem: github-actions
directory: /
schedule:
interval: weekly
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+7 -358
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@@ -10,11 +10,11 @@ name: ci
# The T3 content tier asserts Pokemon Red facts; scripts/test.sh detects
# data/generated/ is absent and skips it rather than failing.
#
# Runs alongside release.yml, which is untouched by this file.
on:
push:
# Integration branch + release branch. PRs already run via pull_request
# (any base); this list is only for post-merge push runs.
branches: [dev, main]
branches: [main]
pull_request:
# a force-push while CI is mid-run should cancel the stale run, not queue
@@ -22,360 +22,12 @@ concurrency:
group: ci-${{ github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
ios-changes:
name: detect iOS changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
ios-build:
name: iOS build
needs: ios-changes
if: needs.ios-changes.outputs.changed == 'true'
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
outputs:
ipa_url: ${{ steps.upload-ipa.outputs.artifact-url }}
steps:
- uses: actions/checkout@v7
- name: import signing certificate
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
keychain_path="$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db"
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
p12="$ci_dir/signing.p12"
passfile="$ci_dir/signing.pass"
[ -f "$p12" ] && [ -f "$passfile" ] || exit 1
p12pw="$(cat "$passfile")"
kcpw="$(openssl rand -base64 24)"
echo "::add-mask::$kcpw"
security delete-keychain "$keychain_path" 2>/dev/null || true
security create-keychain -p "$kcpw" "$keychain_path"
security set-keychain-settings "$keychain_path"
security unlock-keychain -p "$kcpw" "$keychain_path"
security import "$p12" -P "$p12pw" -k "$keychain_path" -T /usr/bin/codesign -T /usr/bin/security
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$kcpw" "$keychain_path" >/dev/null
existing="$(security list-keychains -d user | sed -e 's/^[[:space:]]*//' -e 's/"//g')"
security list-keychains -d user -s "$keychain_path" $existing
- name: install xcbeautify
run: brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
- name: build iOS release
env:
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release
else
scripts/build_ios.sh --fetch --release
fi
- name: upload iOS release artifact
id: upload-ipa
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/upload-artifact@v7
with:
name: gen1recomp++-ios-ipa
path: dist/ios/gen1recomp++.ipa
if-no-files-found: error
retention-days: 7
- name: clean up signing keychain
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
switch-changes:
name: detect Switch changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_switch\.sh$|scripts/switch/|docs/switch-.*\.md$|tests/switch_ci_workflows_test\.lua$|tests/switch_transfer_docs_test\.lua$|\.github/workflows/(ci|release|switch-artifact-comment)\.yml$|src/core/(NxAssetOverlay|Platform|GameVersion)\.lua$|src/import/CacheFs\.lua$|tests/engine/(assets_version_fallback|nx_generated_guard|nx_yellow_boot|switch_diagnostics)_test\.lua$|tests/engine/platform_nx)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
switch-selftest:
name: Switch offline selftest
needs: switch-changes
if: needs.switch-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: install luajit
run: sudo apt-get update && sudo apt-get install -y luajit
- name: Switch offline selftest
run: bash scripts/switch/selftest_build_switch.sh
- name: verify_payload self-test
run: bash scripts/switch/verify_payload.sh --self-test
- name: Switch CI workflow content gate
run: luajit tests/switch_ci_workflows_test.lua
- name: Switch transfer docs content gate
run: luajit tests/switch_transfer_docs_test.lua
# NX runtime regressions gate this job via switch-changes; run the NX
# engine suites here too so a PR touching them gets feedback on the
# fork-safe ubuntu runner before the self-hosted Mac build.
- name: NX engine suites (headless)
run: |
luajit tests/engine/assets_version_fallback_test.lua
luajit tests/engine/nx_generated_guard_test.lua
luajit tests/engine/nx_yellow_boot_test.lua
switch-build:
name: Switch fused build
needs: [switch-changes, switch-selftest]
if: |
always()
&& needs.switch-changes.outputs.changed == 'true'
&& needs.switch-selftest.result == 'success'
&& github.repository == 'bryanthaboi/gen1recomp'
&& (github.event_name != 'pull_request'
|| github.event.pull_request.head.repo.full_name == github.repository)
runs-on: ["self-hosted", "macOS"]
steps:
- uses: actions/checkout@v7
- name: Build Switch fused NRO
run: |
set -euo pipefail
VER="$(printf '%s' "$GITHUB_SHA" | cut -c1-7)"
scripts/build_switch.sh --fetch --fused --version "$VER"
echo "SWITCH_VER=$VER" >> "$GITHUB_ENV"
- name: upload Switch NRO artifact
uses: actions/upload-artifact@v7
with:
name: gen1recomp-switch-nro
path: |
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro
dist/switch/gen1recomp-${{ env.SWITCH_VER }}-switch.nro.sha256
if-no-files-found: error
retention-days: 7
xbox-uwp-changes:
name: detect Xbox UWP changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(ports/uwp/|scripts/build_xbox_uwp\.sh$|scripts/xbox-uwp/|scripts/pack_love\.sh$|\.github/workflows/(ci|release)\.yml$|src/core/Platform\.lua$|src/import/(CacheFs|LauncherView|RomImporter)\.lua$|src/update/Check\.lua$|tests/engine/(platform_nx|uwp_baseroms|uwp_native_picker)_test\.lua$|tests/rom_importer_double_pick_test\.lua$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
xbox-uwp-selftest:
name: Xbox UWP offline selftest
needs: xbox-uwp-changes
if: needs.xbox-uwp-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: Xbox UWP offline selftest
run: bash scripts/xbox-uwp/selftest_build_xbox_uwp.sh
- name: Build shared payload
run: |
scripts/pack_love.sh \
--output .bazinga/work/ci-game.love \
--listing .bazinga/work/ci-love-listing.txt \
--version 0.0.0
- name: Upload shared payload
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp-payload
path: .bazinga/work/ci-game.love
if-no-files-found: error
retention-days: 1
xbox-uwp-build:
name: Xbox UWP build
needs: [xbox-uwp-changes, xbox-uwp-selftest]
if: |
always()
&& needs.xbox-uwp-changes.outputs.changed == 'true'
&& needs.xbox-uwp-selftest.result == 'success'
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-xbox-uwp-payload
path: .bazinga/work
- name: Build Xbox UWP package
shell: bash
run: |
bash scripts/build_xbox_uwp.sh \
--release \
--version 0.0.0 \
--game-love .bazinga/work/ci-game.love
- name: Upload Xbox UWP package
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp
path: |
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip.sha256
if-no-files-found: error
retention-days: 7
linux-arm64-changes:
name: detect Linux arm64 changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_linux_arm64\.sh$|scripts/linux-arm64/|scripts/pack_love\.sh$|docs/linux-arm64-build\.md$|\.github/workflows/(ci|release)\.yml$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
linux-arm64-selftest:
name: Linux arm64 offline selftest
needs: linux-arm64-changes
if: needs.linux-arm64-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
# Deliberately on x86_64: everything this gate checks (pins, the
# host-arch guard, the dependency exclude list, the AppRun fusion
# contract) is answerable without a container or an aarch64 machine,
# so the slow native job below only ever starts on a sane tree.
- name: Linux arm64 offline selftest
run: bash scripts/linux-arm64/selftest_build_linux_arm64.sh
linux-arm64-build:
name: Linux arm64 AppImage build
needs: [linux-arm64-changes, linux-arm64-selftest]
if: |
always()
&& needs.linux-arm64-changes.outputs.changed == 'true'
&& needs.linux-arm64-selftest.result == 'success'
# No fork restriction, unlike switch-build: this needs no secrets and no
# self-hosted hardware, just GitHub's free arm64 runner for public repos,
# so contributors get the same coverage on their own PRs.
runs-on: ubuntu-24.04-arm
steps:
- uses: actions/checkout@v7
- name: Build the aarch64 AppImage
run: |
set -euo pipefail
scripts/build_linux_arm64.sh --version 0.0.0
- name: Verify the AppImage is self-contained and bullseye-compatible
run: |
set -euo pipefail
image="dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage"
# --appimage-extract needs no FUSE, so this works on a runner
# without /dev/fuse and still exercises the real payload.
"$image" --appimage-extract >/dev/null
for required in AppRun bin/love game.love lib/liblove-11.5.so; do
[ -e "squashfs-root/$required" ] \
|| { echo "::error::AppImage is missing $required"; exit 1; }
done
# Every bundled object must resolve once AppRun's LD_LIBRARY_PATH is
# applied; an unresolved soname here is a user-visible launch crash.
#
# This runs on a HEADLESS runner on purpose, and that is the point.
# The first version of this build bundled Debian's SDL2, which
# hard-links libpulse/libasound/libX11/libwayland, so it only ever
# started on a full desktop -- a bare runner is what exposed it.
missing="$(LD_LIBRARY_PATH="$PWD/squashfs-root/lib" \
ldd squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
| grep 'not found' || true)"
[ -z "$missing" ] || { echo "::error::unresolved deps:"; echo "$missing"; exit 1; }
# Nothing may hard-link a driver, session or audio-stack library:
# those must be reached through dlopen so the AppImage runs on a box
# with only ALSA, only Wayland, or only KMSDRM.
linked="$(for f in squashfs-root/bin/love squashfs-root/lib/*.so*; do
objdump -p "$f" 2>/dev/null | awk '/NEEDED/{print $2}'
done | sort -u | grep -E '^lib(pulse|asound|X11|wayland|GL|EGL|drm|gbm|xcb|cairo|sndio|dbus)' || true)"
[ -z "$linked" ] \
|| { echo "::error::these must be dlopened, not linked:"; echo "$linked"; exit 1; }
# The whole point of compiling on bullseye. If a future change moves
# the builder to a newer base, the glibc floor silently rises and
# every user on an older distro gets "GLIBC_2.xx not found" -- catch
# it here instead of in a release.
floor="$(objdump -T squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
| grep -o 'GLIBC_[0-9.]*' | sort -V | tail -1)"
echo "highest required glibc symbol version: $floor"
[ -n "$floor" ] \
|| { echo "::error::found no versioned glibc symbols -- objdump read nothing"; exit 1; }
highest="$(printf '%s\n' "$floor" "GLIBC_2.31" | sort -V | tail -1)"
[ "$highest" = "GLIBC_2.31" ] \
|| { echo "::error::AppImage requires $floor, above the bullseye 2.31 floor"; exit 1; }
- name: Upload the AppImage
uses: actions/upload-artifact@v7
with:
name: gen1recomp-linux-arm64
path: |
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage.sha256
if-no-files-found: error
retention-days: 7
headless:
name: headless suites (no ROM)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
# LuaJIT, not lua5.4: LOVE 11.x embeds LuaJIT 2.1 and the engine is
# written to Lua 5.1 semantics, so CI must run the interpreter the
@@ -383,9 +35,6 @@ jobs:
- name: install luajit
run: sudo apt-get update && sudo apt-get install -y luajit
- name: install Pillow
run: python3 -m pip install --upgrade pillow
- name: interpreter version
run: luajit -v
@@ -396,7 +45,7 @@ jobs:
name: fixture dataset integrity
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
@@ -438,7 +87,7 @@ jobs:
name: screenshot differ (capture not yet wired)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
- run: python3 -m pip install --upgrade pillow
# 21-testing-and-ci §"Testing & acceptance criteria": compare_shots
@@ -486,7 +135,7 @@ jobs:
name: mod lint (no ROM-derived content)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
# the MK305 dump check key-diffs shipped tables through luajit, and
# modkit treats a missing interpreter as a fatal MK100 -- without
@@ -1,55 +0,0 @@
name: iOS artifact comment
on:
workflow_run:
workflows: [ci]
types: [completed]
permissions:
contents: read
issues: write
pull-requests: write
jobs:
comment:
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
steps:
- id: artifact
env:
GH_TOKEN: ${{ github.token }}
RUN_ID: ${{ github.event.workflow_run.id }}
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
run: |
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp++-ios-ipa") | .id')"
[ -n "$artifact_id" ] || exit 0
head_owner="${HEAD_REPOSITORY%%/*}"
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
[ -n "$pr_number" ] || exit 0
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
# Upsert via comment-tag only — do not delete-all bot comments (clobbers Switch).
- name: Get build info
id: build-info
env:
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
run: |
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
echo "time=$build_time" >> "$GITHUB_OUTPUT"
- name: comment iOS artifact
if: steps.artifact.outputs.pr_number != ''
uses: thollander/actions-comment-pull-request@v3
with:
message: |
[gen1recomp++.ipa](${{ steps.artifact.outputs.artifact_url }})
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
**Build Time**: `${{ steps.build-info.outputs.time }}`
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
pr-number: ${{ steps.artifact.outputs.pr_number }}
comment-tag: ios-build-result
github-token: ${{ github.token }}
+36 -460
View File
@@ -1,10 +1,7 @@
name: Release
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
# IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, the Anbernic
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) and Linux ARM SBC PortMaster
# handheld ports on the self-hosted Mac runner, and publishes them as a
# GitHub Release.
# Builds the macOS, Windows, and Linux desktop apps plus an Android APK
# on the self-hosted Mac runner, and publishes them as a GitHub Release.
#
# Versioning:
# - First ever release is 0.1.0.
@@ -13,9 +10,6 @@ name: Release
# - To force a specific version, either:
# * run this workflow manually (Actions tab) and type it into "version", or
# * put "[release X.Y.Z]" anywhere in the commit message.
#
# Branch model: day-to-day work merges to `dev`. Releases stay on `main` only
# so promoting `dev` -> `main` is the ship gate that cuts a build.
on:
push:
@@ -26,7 +20,6 @@ on:
paths-ignore:
- '.github/**'
- '**.md'
- 'mobile/ios/app-repo.json'
workflow_dispatch:
inputs:
version:
@@ -44,17 +37,16 @@ concurrency:
cancel-in-progress: false
jobs:
version:
name: determine release version
runs-on: ubuntu-latest
outputs:
version: ${{ steps.ver.outputs.version }}
tag: ${{ steps.ver.outputs.tag }}
release:
runs-on: [self-hosted, macOS]
steps:
- uses: actions/checkout@v7
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
fetch-tags: true
- name: Determine version
id: ver
env:
@@ -62,6 +54,7 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
# 1) Explicit override from a manual run.
@@ -91,6 +84,7 @@ jobs:
| grep -E "$semver_re" \
| sort -t. -k1,1n -k2,2n -k3,3n \
| tail -1 || true)"
if [ -z "$latest" ]; then
version="0.1.0"
echo "No existing release tag; starting at $version"
@@ -118,197 +112,11 @@ jobs:
echo "::error::Release $tag already exists. Pick a different version."
exit 1
fi
echo "version=$version" >> "$GITHUB_OUTPUT"
echo "tag=$tag" >> "$GITHUB_OUTPUT"
love-payload:
name: build release game.love
needs: version
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: Build shared payload
run: |
scripts/pack_love.sh \
--output dist/payload/game.love \
--listing dist/payload/love-listing.txt \
--version "${{ needs.version.outputs.version }}"
- name: Upload shared payload
uses: actions/upload-artifact@v7
with:
name: gen1recomp-release-love
path: dist/payload/game.love
if-no-files-found: error
retention-days: 1
linux-arm64:
name: build Linux arm64 AppImage
needs: [version, love-payload]
# GitHub's free arm64 runner for public repos. It has to be arm64: the
# AppImage compiles LÖVE natively inside a Debian bullseye arm64
# container, and the qemu-emulated alternative takes hours.
runs-on: ubuntu-24.04-arm
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-release-love
path: .bazinga/work
- name: Build Linux arm64 AppImage
run: |
set -euo pipefail
scripts/build_linux_arm64.sh \
--version "${{ needs.version.outputs.version }}" \
--game-love .bazinga/work/game.love
- name: Upload Linux arm64 release
uses: actions/upload-artifact@v7
with:
name: gen1recomp-linux-arm64-release
path: |
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage.sha256
if-no-files-found: error
retention-days: 1
xbox-uwp:
name: build Xbox UWP release
needs: [version, love-payload]
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-release-love
path: .bazinga/work
- name: Prepare signing certificate
shell: pwsh
env:
CERTIFICATE_BASE64: ${{ secrets.XBOX_UWP_SIGNING_CERTIFICATE }}
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
if ($env:CANONICAL_REPOSITORY -eq 'true' -and
[string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
throw 'XBOX_UWP_SIGNING_CERTIFICATE is not configured.'
}
if ([string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
"UWP_PUBLISHER=CN=Gen1Recomp" | Out-File $env:GITHUB_ENV -Append
exit 0
}
$pfx = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.pfx'
[IO.File]::WriteAllBytes($pfx, [Convert]::FromBase64String($env:CERTIFICATE_BASE64))
$flags = [Security.Cryptography.X509Certificates.X509KeyStorageFlags]::EphemeralKeySet
$cert = [Security.Cryptography.X509Certificates.X509Certificate2]::new(
$pfx, $env:CERTIFICATE_PASSWORD, $flags)
$cer = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.cer'
[IO.File]::WriteAllBytes(
$cer,
$cert.Export([Security.Cryptography.X509Certificates.X509ContentType]::Cert))
Import-Certificate -FilePath $cer -CertStoreLocation Cert:\LocalMachine\TrustedPeople | Out-Null
"UWP_PFX=$pfx" | Out-File $env:GITHUB_ENV -Append
"UWP_CERT_THUMBPRINT=$($cert.Thumbprint)" | Out-File $env:GITHUB_ENV -Append
"UWP_PUBLISHER=$($cert.Subject)" | Out-File $env:GITHUB_ENV -Append
- name: Build Xbox UWP package
shell: bash
run: |
bash scripts/build_xbox_uwp.sh \
--release \
--version "${{ needs.version.outputs.version }}" \
--publisher "$UWP_PUBLISHER" \
--game-love .bazinga/work/game.love
- name: Sign and stage Xbox UWP release
shell: pwsh
env:
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
run: |
if (-not $env:UWP_PFX) {
exit 0
}
scripts/xbox-uwp/stage_release.ps1 `
-Version '${{ needs.version.outputs.version }}' `
-Configuration Release `
-BuildInfo .bazinga/work/xbox-uwp-build-info.json `
-CertificatePath $env:UWP_PFX `
-CertificatePassword $env:CERTIFICATE_PASSWORD
- name: Upload Xbox UWP release
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp-release
path: |
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip.sha256
if-no-files-found: error
retention-days: 1
- name: Remove signing certificate
if: always()
shell: pwsh
run: |
if ($env:UWP_CERT_THUMBPRINT) {
Remove-Item "Cert:\LocalMachine\TrustedPeople\$env:UWP_CERT_THUMBPRINT" -ErrorAction SilentlyContinue
}
if ($env:UWP_PFX) {
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@v6
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, native-tls-win]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps:
# The self-hosted runner lives under the machine owner's home
# directory; mask it first so absolute paths in every later step's
# output show up as *** in the public workflow logs.
- name: Mask runner paths
run: echo "::add-mask::$HOME"
- name: Checkout
uses: actions/checkout@v7
with:
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: |
set -euo pipefail
KEYCHAIN_PATH="$RUNNER_TEMP/pokemon-signing.keychain-db"
@@ -345,79 +153,20 @@ jobs:
security find-identity -v -p codesigning "$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; }
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
- name: Build Android
run: |
set -euo pipefail
scripts/build_android.sh --version "${{ needs.version.outputs.version }}"
- name: Install xcbeautify
run: |
set -euo pipefail
brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
- name: Build iOS
env:
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
set -euo pipefail
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release \
--version "${{ needs.version.outputs.version }}"
else
scripts/build_ios.sh --fetch --release \
--version "${{ needs.version.outputs.version }}"
fi
- name: Build Switch
run: |
set -euo pipefail
# Hard-fail gate: Switch ships with every release (never soft-fail).
# PR CI is path-gated (ubuntu selftest + canonical fused); release
# always builds Switch regardless of which files changed.
# Needs native switch-tools (nacptool/elf2nro) and/or Docker on the
# Mac self-hosted runner; see docs/switch-build.md.
scripts/build_switch.sh --fetch --fused \
--version "${{ needs.version.outputs.version }}"
- name: Build Anbernic RG34XXSP port
run: |
set -euo pipefail
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
# runtime from PortMaster-GUI, so it needs no signing/notarization.
./build-rg34xxsp.sh --version "${{ needs.version.outputs.version }}"
- name: Build Linux ARM SBC PortMaster port
env:
# The release workflow must package the commit being released. The
# script defaults to the latest published release for standalone
# builds, while this explicit local override keeps CI source-aligned.
GEN1RECOMP_SOURCE_DIR: ${{ github.workspace }}
GEN1RECOMP_RELEASE_TAG: v${{ needs.version.outputs.version }}
run: |
set -euo pipefail
# Same aarch64 PortMaster-style pack for Linux ARM SBC PortMaster. The build
# keeps its own cache because the two scripts use different staging
# layouts and runtime package paths.
./build-linux-arm-sbc.sh --version "${{ needs.version.outputs.version }}"
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
- name: Notarize & staple macOS app
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
@@ -451,70 +200,21 @@ jobs:
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
echo "Notarized + stapled ✓"
- name: Download Xbox UWP release
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/download-artifact@v8
with:
name: gen1recomp-xbox-uwp-release
path: dist/xbox-uwp
- name: Download Linux arm64 release
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/download-artifact@v8
with:
name: gen1recomp-linux-arm64-release
path: dist/linux-arm64
- name: Stage release assets
if: github.repository == 'bryanthaboi/gen1recomp'
id: assets
run: |
set -euo pipefail
v="${{ needs.version.outputs.version }}"
v="${{ steps.ver.outputs.version }}"
outdir="dist/release"
rm -rf "$outdir"
mkdir -p "$outdir"
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
# arm64 desktop Linux (Raspberry Pi, Armbian, arm64 VMs). Built on
# its own runner because LÖVE publishes no aarch64 binary and the
# AppImage has to be compiled natively; ships as a runnable
# AppImage rather than a zip so `chmod +x && ./it` just works.
arm64_appimage="dist/linux-arm64/gen1recomp-${v}-linux-arm64.AppImage"
[ -f "$arm64_appimage" ] || { echo "::error::$arm64_appimage not found (expected from the linux-arm64 job)"; exit 1; }
cp "$arm64_appimage" "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
chmod +x "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
apk="$(find dist/android/debug -name '*.apk' | head -1)"
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
ipa="dist/ios/gen1recomp++.ipa"
[ -f "$ipa" ] || { echo "::error::$ipa not found (expected from scripts/build_ios.sh --device)"; exit 1; }
cp "$ipa" "$outdir/gen1recomp++-${v}-ios.ipa"
swzip="dist/switch/gen1recomp-${v}-switch.zip"
[ -f "$swzip" ] || { echo "::error::$swzip not found (expected from scripts/build_switch.sh --fused → pack_sd_zip.sh)"; exit 1; }
cp "$swzip" "$outdir/gen1recomp-${v}-switch.zip"
# Local fused .nro stays under dist/switch/ for PR CI / debug; release
# publishes the SD-ready zip only.
uwp="dist/xbox-uwp/gen1recomp-${v}-xbox-uwp.zip"
[ -f "$uwp" ] || { echo "::error::$uwp not found (expected from the Xbox UWP job)"; exit 1; }
cp "$uwp" "$outdir/gen1recomp-${v}-xbox-uwp.zip"
# Anbernic handheld port (suffix names the CFW it targets, so a
# future RG35XX/other-CFW pack can ship alongside it).
rg34="dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip"
[ -f "$rg34" ] || { echo "::error::$rg34 not found (expected from ./build-rg34xxsp.sh)"; exit 1; }
cp "$rg34" "$outdir/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
# Linux ARM SBC PortMaster handheld port.
sbc="dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip"
[ -f "$sbc" ] || { echo "::error::$sbc not found (expected from ./build-linux-arm-sbc.sh)"; exit 1; }
cp "$sbc" "$outdir/gen1recomp-${v}-sbc-portmaster.zip"
# Platform-independent update payload, built alongside the desktop
# apps above (same game.love that gets fused into each of them).
love_file=".bazinga/work/game.love"
@@ -530,45 +230,26 @@ jobs:
cat "$outdir/sha256sums.txt"
- name: Publish GitHub Release
if: github.repository == 'bryanthaboi/gen1recomp'
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
v="${{ needs.version.outputs.version }}"
tag="${{ needs.version.outputs.tag }}"
v="${{ steps.ver.outputs.version }}"
tag="${{ steps.ver.outputs.tag }}"
# Issues this release closes. Three sources, deduped by number:
# 1. GitHub's own "closing issues" links on every PR whose
# commits are in the range (works for squash, rebase, and
# merge commits alike) -- including PRs that were merged
# into a branch this release PR is itself merging in.
# 2. CLOSES/fixes/resolves text in those PRs' titles + bodies
# that GitHub didn't turn into a closing link (a PR into a
# non-default branch never gets one).
# 3. The same text in raw commit messages, so a direct push
# with "CLOSES #N #M" still lands in the notes.
# Scans every commit since the previous tag so a skipped release
# run doesn't drop issues on the floor.
# Issues this release closes, per GitHub's own "closing issues" links
# (works for squash, rebase, and merge commits alike). Scans every
# commit since the previous tag so a skipped release run doesn't drop
# issues on the floor.
prev_tag="$(git tag -l 'v*' --sort=-v:refname | grep -v "^${tag}$" | head -1 || true)"
range="${prev_tag:+${prev_tag}..}$GITHUB_SHA"
# every #N on a line that carries a closing keyword (handles the
# multi-issue "CLOSES #1 #2 #3" form the tracker uses)
scan_closes() {
grep -iE '\b(close[sd]?|fix(es|ed)?|resolve[sd]?)\b' \
| grep -oE '#[0-9]+' | tr -d '#' || true
}
nums=""
nums+=" $(git log --pretty=%B "$range" | scan_closes | tr '\n' ' ')"
prs="$(git log --pretty=%H "$range" \
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
--jq '.[].number' 2>/dev/null \
| sort -un || true)"
for pr in $prs; do
nums+=" $(gh api graphql \
closed=""
for pr in $(git log --pretty=%H "$range" \
| xargs -I{} gh api "repos/$GITHUB_REPOSITORY/commits/{}/pulls" \
--jq '.[].number' 2>/dev/null \
| sort -un || true); do
closed+="$(gh api graphql \
-f owner="${GITHUB_REPOSITORY%/*}" \
-f name="${GITHUB_REPOSITORY#*/}" \
-F pr="$pr" \
@@ -576,140 +257,35 @@ jobs:
query($owner:String!, $name:String!, $pr:Int!) {
repository(owner:$owner, name:$name) {
pullRequest(number:$pr) {
closingIssuesReferences(first:50) { nodes { number } }
closingIssuesReferences(first:50) { nodes { number title } }
}
}
}' \
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[].number' \
2>/dev/null | grep -E '^[0-9]+$' | tr '\n' ' ' || true)"
nums+=" $(gh api "repos/$GITHUB_REPOSITORY/pulls/$pr" \
--jq '.title + " " + (.body // "")' 2>/dev/null \
| scan_closes | tr '\n' ' ' || true)"
done
# dedupe, drop anything that is a PR or does not exist, keep
# titles (gh api prints the response body to stdout on an HTTP
# error, so only a zero exit counts)
closed=""
for n in $(printf '%s' "$nums" | tr ' ' '\n' | grep -E '^[0-9]+$' | sort -un); do
if title="$(gh api "repos/$GITHUB_REPOSITORY/issues/$n" \
--jq 'if .pull_request then empty else .title end' \
2>/dev/null)"; then
[ -n "$title" ] && closed+="- #$n $title"$'\n'
fi
--jq '.data.repository.pullRequest.closingIssuesReferences.nodes[]
| "- #\(.number) \(.title)"' 2>/dev/null || true)"$'\n'
done
closed="$(printf '%s' "$closed" | grep . | sort -t'#' -k2 -n || true)"
# Everyone whose commits are in the range: GitHub login when the
# commit is linked to an account, the raw git author name when not;
# CI bots filtered out.
base="${prev_tag:-$(git rev-list --max-parents=0 "$GITHUB_SHA" | tail -1)}"
contributors="$(gh api --paginate \
"repos/$GITHUB_REPOSITORY/compare/${base}...${GITHUB_SHA}" \
--jq '.commits[] | if .author and .author.login
then "@" + .author.login
else .commit.author.name end' 2>/dev/null \
| grep -viE '\[bot\]$' | sort -uf | sed 's/^/- /' || true)"
notes="Download the correct version for your computer below."
if [ -n "$closed" ]; then
notes+=$'\n\n## Issues closed\n\n'"$closed"
fi
if [ -n "$contributors" ]; then
notes+=$'\n\n## Contributors\n\n'"$contributors"
fi
printf 'Release notes:\n%s\n' "$notes"
release_files=(
"dist/release/gen1recomp-${v}-macos.zip"
"dist/release/gen1recomp-${v}-windows.zip"
"dist/release/gen1recomp-${v}-linux.zip"
"dist/release/gen1recomp-${v}-linux-arm64.AppImage"
"dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp++-${v}-ios.ipa"
"dist/release/gen1recomp-${v}-switch.zip"
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
"dist/release/gen1recomp-${v}-sbc-portmaster.zip"
"dist/release/gen1recomp-${v}.love"
"dist/release/sha256sums.txt"
)
gh release create "$tag" \
--target "$GITHUB_SHA" \
--title "$v" \
--notes "$notes" \
"${release_files[@]}"
"dist/release/gen1recomp-${v}-macos.zip" \
"dist/release/gen1recomp-${v}-windows.zip" \
"dist/release/gen1recomp-${v}-linux.zip" \
"dist/release/gen1recomp-${v}-android.apk" \
"dist/release/gen1recomp-${v}.love" \
"dist/release/sha256sums.txt"
echo "Published release $tag"
- name: Update iOS app repository
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
v="${{ needs.version.outputs.version }}"
ipa="dist/release/gen1recomp++-${v}-ios.ipa"
app_repo="mobile/ios/app-repo.json"
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
date="$(date -u +"%Y-%m-%d")"
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp++-${v}-ios.ipa"
bundle_id="com.theboisclub.gen1recompplusplus"
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
if [ -n "$release_notes" ]; then
localized_description="$release_notes"
fi
entry="$(jq -n \
--arg version "$v" \
--arg date "$date" \
--arg download_url "$download_url" \
--arg localized_description "$localized_description" \
--argjson size "$size" \
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
if jq -e --arg bundle_id "$bundle_id" --arg version "$v" \
'any(.apps[] | select(.bundleIdentifier == $bundle_id).versions[]?; .version == $version)' \
"$app_repo" >/dev/null; then
jq --arg bundle_id "$bundle_id" --arg version "$v" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= map(if .version == $version then $entry else . end)' \
"$app_repo" > "$app_repo.tmp"
else
jq --arg bundle_id "$bundle_id" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == $bundle_id).versions) |= [$entry] + .' \
"$app_repo" > "$app_repo.tmp"
fi
mv "$app_repo.tmp" "$app_repo"
# main is PR-only for everyone except deploy keys (the "main protection"
# ruleset's bypass actor), so this push must authenticate with the
# RELEASE_DEPLOY_KEY deploy key over SSH; the workflow's GITHUB_TOKEN
# would be rejected by the branch protection.
- name: Commit iOS app repository
if: github.repository == 'bryanthaboi/gen1recomp'
env:
DEPLOY_KEY: ${{ secrets.RELEASE_DEPLOY_KEY }}
run: |
set -euo pipefail
git add mobile/ios/app-repo.json
if git diff --cached --quiet; then
echo "app-repo.json unchanged; nothing to push"
exit 0
fi
key="$RUNNER_TEMP/release-deploy-key"
printf '%s\n' "$DEPLOY_KEY" > "$key"
chmod 600 "$key"
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git commit -m "chore(ios): update app-repo.json [skip ci]"
git -c core.sshCommand="ssh -i $key -o IdentitiesOnly=yes -o StrictHostKeyChecking=accept-new" \
push "git@github.com:${GITHUB_REPOSITORY}.git" "HEAD:${GITHUB_REF_NAME}"
rm -f "$key"
- name: Clean up signing keychain
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
if: always()
run: |
security delete-keychain "$RUNNER_TEMP/pokemon-signing.keychain-db" 2>/dev/null || true
rm -f "$RUNNER_TEMP/release-deploy-key"
@@ -1,55 +0,0 @@
name: Switch artifact comment
on:
workflow_run:
workflows: [ci]
types: [completed]
permissions:
contents: read
issues: write
pull-requests: write
jobs:
comment:
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
steps:
- id: artifact
env:
GH_TOKEN: ${{ github.token }}
RUN_ID: ${{ github.event.workflow_run.id }}
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
run: |
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-switch-nro") | .id')"
[ -n "$artifact_id" ] || exit 0
head_owner="${HEAD_REPOSITORY%%/*}"
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
[ -n "$pr_number" ] || exit 0
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
# Upsert via comment-tag only — do not delete-all bot comments (clobbers iOS).
- name: Get build info
id: build-info
env:
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
run: |
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
echo "time=$build_time" >> "$GITHUB_OUTPUT"
- name: comment Switch artifact
if: steps.artifact.outputs.pr_number != ''
uses: thollander/actions-comment-pull-request@v3
with:
message: |
[gen1recomp-switch.nro](${{ steps.artifact.outputs.artifact_url }})
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
**Build Time**: `${{ steps.build-info.outputs.time }}`
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
pr-number: ${{ steps.artifact.outputs.pr_number }}
comment-tag: switch-build-result
github-token: ${{ github.token }}
+2 -52
View File
@@ -3,9 +3,8 @@
data/generated/
assets/generated/
# LÖVE packages & archives
# LÖVE packages
*.love
*.zip
# Local saves (LÖVE writes to its save dir, but keep the repo clean anyway)
save/
@@ -17,7 +16,6 @@ __pycache__/
.*
!.github/
!.gitignore
!.luacheckrc
# Android build outputs / local SDK path / packaged payload (keep love-android sources)
mobile/android/app/build/
@@ -32,56 +30,8 @@ mobile/ios/love-src/
mobile/ios/cache/
mobile/ios/build/
# love-nx vendor binaries (fetch per docs/switch-build.md; also covered by .*)
.bazinga/love-nx/
# Final packaged build artifacts (mac/win/web/android/ios/switch) — see scripts/build.sh
# Final packaged build artifacts (mac/win/web/android/ios) — see scripts/build.sh
/dist/
# Switch OTA launcher build outputs
ports/switch/ota-launcher/build/
ports/switch/ota-launcher/build-host/
ports/switch/ota-launcher/*.nro
ports/switch/ota-launcher/*.nacp
ports/switch/ota-launcher/*.elf
ports/switch/ota-launcher/*.map
ports/switch/ota-launcher/romfs/logo.rgba
ports/switch/ota-launcher/romfs/logo.png
ports/switch/ota-launcher/romfs/cacert.pem
ports/switch/ota-launcher/romfs/ota-bootstrap.nro
ports/switch/ota-bootstrap/build/
ports/switch/ota-bootstrap/*.nro
ports/switch/ota-bootstrap/*.nacp
ports/switch/ota-bootstrap/*.elf
ports/switch/ota-bootstrap/*.map
# Legacy manual convenience-copy location (superseded by /dist/android/)
mobile/dist/
# Tiled map-editing workspace (tools/tiled_export.py). Derived from the imported
# ROM cache exactly like data/generated/, so it is never committable.
/build/tiled/
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
mobile/ios/bundle_id.local
# Xbox UWP build output
/ports/uwp/build/
/ports/uwp/third_party/*/source/
/ports/uwp/third_party/angle/depot_tools/
# Native TLS dialer build output (dotnet publish)
/native/tls_dial/bin/
/native/tls_dial/obj/
/dist/native/
/dist/win/
/.bazinga/
# Local options / preferences
/options.lua*
# User-owned ROMs imported for individual mods. Manifests declare the
# destinations, but source checkouts and packaged mods never ship the files.
/mods/*/baseroms/
/imports/baseroms/
/imports/baseroms-recovery/
-43
View File
@@ -1,43 +0,0 @@
-- Static-analysis config for `luacheck` (https://luacheck.readthedocs.io).
--
-- Run it over the engine with: luacheck src (or scripts/lint.sh)
--
-- The point is a high-signal baseline: the categories left on are the ones
-- that catch real defects -- undefined globals/locals (the class that hid a
-- `music.volume` crash: applyVolume read a `state` that was still the nil
-- global), unused values, unreachable code, redefinitions. The cosmetic
-- categories the codebase deliberately lives with (a `self`/`dt` an
-- interface requires but a given method ignores, documented empty
-- fall-through branches, the odd long line) are muted so they don't drown
-- the signal.
std = "luajit"
-- LÖVE exposes `love` as a mutable table: games assign their callbacks onto
-- it (love.wheelmoved, love.run, ...), so it is a regular global, not
-- read-only -- otherwise every callback registration reads as a violation.
globals = { "love" }
read_globals = {
"jit",
-- LuaJIT 2.1 ships table.unpack even though the bare 5.1 `table` std lacks
-- it; without this, every `table.unpack` reads as an undefined field.
table = { fields = { "unpack" } },
}
-- Vendored/native trees and the test suites have their own conventions.
exclude_files = {
"mobile/",
"tests/",
"tools/save-editor/",
}
ignore = {
"212", -- unused argument -- self/dt kept for a shared method signature
"213", -- unused loop variable -- `for _, v in` where only v is wanted
"421", -- shadowing a local -- deliberate re-use in a few tight scopes
"431", -- shadowing an upvalue
"432", -- shadowing an argument
"542", -- empty if branch -- documented fall-throughs, not gaps
"631", -- line is too long
}
+7 -196
View File
@@ -118,7 +118,6 @@ not a hard error, so the list can grow without breaking old mods.
| `QUEST` | New story, NPCs, dialogue, cutscenes | content |
| `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul |
| `GRAPHICS` | Sprite / tileset / palette / font changes | content |
| `LANGUAGE` | A translation: `text`, `strings` and the glyphs it needs | content |
| `AUDIO` | Music, sfx, cries | content |
| `UI` | New or modified screens, menus, overlays | content / overhaul |
| `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content |
@@ -129,195 +128,10 @@ not a hard error, so the list can grow without breaking old mods.
keeps validating with the value it has shipped since before the taxonomy
existed.
A translation may also set `"language": true` in the manifest. That is the
one claim online play acts on: an install running nothing but verified
translations may take an ONLINE MATCH or a TOURNAMENT instead of being
asked to restart vanilla. The claim is checked, not taken -- the mod
qualifies only if every record it writes lands in `text`, `strings` or
`font`, it wraps no hook, subscribes to no event and requests no
permission. Anything else and it is an ordinary content mod that happens to
ship text.
### 4. `games` (and the legacy `gen2compat`)
Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script
VM and save format. The mod API is shared across both generations (same hook
names, same event names, same registry names) but Gold cannot serve all of it
yet, so Gen 2 is opt-in. Say which games the mod is for:
```json
"games": ["gen1", "gen2"]
```
Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`), a
generation (`"gen1"`, `"gen2"`) or `"all"`;
`src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing
restates the game list. `python3 tools/modkit.py scaffold my_mod --games
gen1,gen2` writes the key for you. The mod still installs to one directory,
`mods/<id>/`, shared by every game -- targeting is declared, never filed.
Absent means Gen 1 only, which is what every mod written before the key existed
was tested as. `"gen2compat": true` is the legacy spelling, still accepted and
purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it
already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at
all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a
mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
run your mod on Gold.
Every token is enforced, per game: the loader gates on the same
`ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]`
really does not load on Red and the skip line is the launcher's line, `For
Blue, not Red`, and `"games": ["gold"]` alone does not load on Red either. A
manifest with neither key still covers every Gen 1 game, so nothing written
before the key existed changes behavior; list both generations or say `"all"`
when you mean everywhere.
`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold
today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
writes with a report, and which hooks and events are still to come.
`docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a
Gen 1 mod, and it is the one to start from.
Two consequences worth knowing before you claim Gen 2.
**Dependencies are contagious.** A mod whose hard dependency does not run here
is left out too, with the dependency's own wording (`depends on X, which does
not run here (For Blue, not Red)`). It is reported as a skip, not as a failure,
and neither mod lands on the boot error list, but the mod does not run, so
every hard dependency has to cover the same games.
**The player can override you.** The claim is yours, and a mod written before
the key existed can never carry one, so the manager's detail pane offers
`TRY HERE ANYWAY` for any mod that does not claim the game being played. It
persists per game in `options.modsGen2[id][version]` and takes effect on the
next boot; forcing a mod onto Red does not force it onto Gold. A forced mod
loads normally and keeps a note saying its author never verified it here.
**Prefer the API on Gold, but the Gen 1 names still work.** Gen 2 is a
parallel module tree behind `src/core/Game2.lua`. In new code take the live
game from `mod.game` (or the `game.ready` payload, or any `ui.*` hook's first
argument) and the world from `mod.world`; both resolve per generation, and
neither needs `engine_internals`.
For the mods written before Gold existed, a require made from a mod's own file
is answered on a Gold boot by an adapter presenting the Gen 1 API over Gen 2
internals. Fifteen names are served -- `src.core.Game`,
`src.world.OverworldController`, `src.world.Map`, `src.world.NPC`,
`src.world.Collision`, `src.world.WorldAPI`, `src.world.PikachuFollower`,
`src.world.FieldDefaults`, `src.pokemon.Boxes`, `src.script.ScriptRunner`,
`src.ui.PartyMenu`, `src.ui.StartMenu`, `src.ui.OptionsMenu`, `src.ui.BoxMenu`
and `src.battle.BattleState`. `src/mods/Gen2Compat.lua` is the full table and
publishes what it covers through `Gen2Compat.coverage(name)`, whose members are
`backed`, `warned` or `absent`. A name with no adapter (`src.script.Commands`,
`src.ui.OptionRows`) is reported against the mod that required it, and a member
an adapter cannot back is absent or logs once rather than answering wrongly.
Things no adapter can fix, all mod-side: a hardcoded version allow-list
(`GameVersion.get() == "red" or ...`) excludes you from Gold by construction;
Gold's builtin screen ids carry a `Gen2` prefix, so a string match on
`"BoxMenu"` matches nothing there; a write to a field on a live Gen 2 menu
instance is inert; and `map.warpAt` is a table on Gen 1 and a method on Gold,
so indexing it raises. Each has a route that works on both generations, in
`docs/preparing-your-mod-for-gen2.md`.
Check it statically, then load it headless:
```sh
python3 tools/modkit.py gen2check mods/my_mod
```
```lua
local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
T.eq(run.mod and run.mod.state, "loaded",
"runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
T.eq(#run.errors, 0, "and loads with no boot errors")
```
Assert the state, not only the error count: a gate skip is deliberately not an
error, so `#run.errors == 0` passes for a mod that never ran a line.
`gen2check` answers `will load`, `will load but degrade` or `will not work`,
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. 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.
The globals the sandbox took away are still *reachable*, as compat
stand-ins (`src/mods/LegacyCompat.lua`) that answer with the new API
underneath. A mod written before the sandbox keeps working; it logs one
warning per call it should migrate, and the mod manager lists them. What
each stand-in actually does:
| Pre-sandbox call | What it does now | Migrate to |
| --- | --- | --- |
| `io.open`, `io.lines`, `love.filesystem.read`/`lines`/`newFile` | reads your own shipped files, then your overlay, then `mod.storage` | `mod:read`, `mod.storage` |
| `love.filesystem.write`/`append`, `io.open(…, "w")`, `os.remove`, `os.rename` | writes to a private per-mod overlay under `mod_compat/<your id>/` | `mod.storage` |
| `love.filesystem.getDirectoryItems`/`getInfo` | your own directory plus your overlay | `mod:list`, `mod:info` |
| `love.filesystem.getSaveDirectory` and friends | a virtual root; anything joined to it lands in your overlay | `mod.storage` |
| `os.getenv` | `nil`, except home-like names, which answer with that same virtual root | nothing |
| `love.filesystem.load`, `dofile`, `loadfile` | compiles the chunk into your sandbox | `require`, `mod:read` plus `load` |
| `love.system` | `getOS`/`getPowerInfo`/`getProcessorCount` read through; clipboard and `openURL` do nothing | `mod.device:powerInfo()`, `mod.steps` |
| `love.event` | passes through, except `quit`, which does nothing | `mod.events`, `mod.hooks` |
| `love.mousemoved = fn` and the other callbacks | installs on the real `love` table, the way it always did | `mod.hooks`, `mod.events` |
| `package` | an inert stub, so `package.path = …` does not crash | `require` |
What has no stand-in, because there is nothing honest to reroute it to:
| Still refused | Why |
| --- | --- |
| `love.thread` | a LÖVE thread is a fresh Lua state with the full standard library, which no environment-based sandbox in this state can reach. Use `mod.fetch` for background HTTP (`network`) or `mod.job` for background compute (`background`) — both run your code inside the sandbox instead of outside it |
| `require("ffi")` | arbitrary C |
| `debug`, `getfenv`, `setfenv` | each one undoes the sandbox from inside |
| `io.popen`, `os.execute` | spawning a process |
| `love.run`, `love.errorhandler` | the engine's own loop and its crash path |
| replacing a `love` module table (`love.filesystem = {}`) | the engine reads those tables too |
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:list`, `mod:info`, `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. `mod:list("assets")` is the sandboxed `getDirectoryItems` for a
folder you shipped; `mod:info` tells file from directory so a walk can
recurse.
- **Ship source, not bytecode.** A precompiled entry file is refused.
`permissions` in the manifest is still a disclosure the manager shows the
player. `network` gates `require("socket")` and friends plus `mod.fetch`
(non-blocking HTTP), and `background` gates `mod.job` (compute on a worker
thread). Those two are the sanctioned ways to work off the main thread now
that `love.thread` is refused. 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 rerouted globals, the fix is almost always
`mod.storage`. The overlay is a compatibility floor, not a second storage
system: it is not scoped per playthrough, it does not migrate, and it is
the first thing that will be dropped once the mods on the index have
moved off it. Open an issue if you have a case `mod.storage` does not
cover.
### 6. `mod.card`
### 4. `mod.card`
The manifest is the *engine's* contract: identity, load order, dependencies,
permissions, profile (see [Manifest specification](docs/modding.md#manifest-specification-manifestjson)).
The card is the *human-facing* one: who made this,
permissions, profile. 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.
@@ -335,7 +149,7 @@ Two fields deserve their own note:
distributed mod never carries ROM-derived bytes, not even in its preview
images.
### 7. Tags
### 5. Tags
Lowercase kebab strings, open vocabulary. The showcase generator
lowercases and de-dupes. A recommended starting set: `beginner`,
@@ -393,15 +207,12 @@ registry or a new schema field lands with its catalog entry in the same PR
and the generator runs clean:
```sh
luajit tools/gen_registry_docs.lua # docs/modding/reference/registries.md
luajit tools/gen_registry_docs.lua ../project.wiki # Reference-Registries.md in a wiki checkout
luajit tools/gen_registry_docs.lua # in-repo default
luajit tools/gen_registry_docs.lua ../project.wiki # the wiki checkout
```
With no argument it writes inside the repo, which is the copy `python3
tools/modkit.py docs` regenerates and `--out` copies from. Pass a directory
(or set `POKEPORT_DOCS_DIR`) to write the wiki's flat page name into a wiki
checkout instead. The prose reference lives in the GitHub wiki; both copies
come off `src/mods/Schemas.lua`, so neither can drift from the engine.
The prose reference lives in the GitHub wiki; the generated pages are
written into a checkout of it, so they cannot drift from the engine.
### 5. Deprecation etiquette
-7
View File
@@ -1,7 +0,0 @@
Copyright 2026 BOIS CLUB GAMES, LLC
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+50 -275
View File
@@ -1,188 +1,78 @@
# Gen1Recomp
# Pokemon Gen 1 Recompilation Project
A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
A native LÖVE2D recreation of Pokemon Red and Blue. The engine and map
behavior are hand-written Lua; game data and graphics are decoded from a ROM
supplied by the player.
> [!CAUTION]
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
<p align="center">
<a href="https://www.youtube.com/@bryanthaboi">
<img src="https://img.shields.io/badge/YouTube-FF0000?style=for-the-badge&logo=youtube&logoColor=white" alt="YouTube">
</a>
<a href="https://www.tiktok.com/@bryanthaboi">
<img src="https://img.shields.io/badge/TikTok-000000?style=for-the-badge&logo=tiktok&logoColor=white" alt="TikTok">
</a>
<a href="https://x.com/bryanthaboi">
<img src="https://img.shields.io/badge/X-000000?style=for-the-badge&logo=x&logoColor=white" alt="X">
</a>
<a href="https://bsky.app/profile/bryanthaboi.live">
<img src="https://img.shields.io/badge/Bluesky-0285FF?style=for-the-badge&logo=bluesky&logoColor=white" alt="Bluesky">
</a>
<a href="https://www.instagram.com/bryanthaboi">
<img src="https://img.shields.io/badge/Instagram-E4405F?style=for-the-badge&logo=instagram&logoColor=white" alt="Instagram">
</a>
</p>
<p align="center"> <a href="https://www.polygon.com/pokemon-red-blue-3d-voxel-mod-battle-pixels-gameplay-footage-remake/"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-POLYGON-ea2e49?style=for-the-badge" alt="As seen on Polygon"> </a>
<a href="https://kotaku.com/pokemon-red-blue-recompilation-project-voxel-3d-mod-2000720281"> <img src="https://img.shields.io/badge/AS%20SEEN%20ON-KOTAKU-ea2e49?style=for-the-badge" alt="As seen on KOTAKU"> </a>
<a href="https://www.digitalfoundry.net/news/2026/07/pokemon-yellow-voxel-mod-turns-the-original-gameboy-code-into-a-stunning-world">
<img src="https://img.shields.io/badge/AS%20SEEN%20ON-DIGITAL%20FOUNDRY-ea2e49?style=for-the-badge" alt="As seen on Digital Foundry">
</a>
<a href="https://www.androidauthority.com/unofficial-android-port-pokemon-red-blue-yellow-3692724/">
<img src="https://img.shields.io/badge/AS%20SEEN%20ON-ANDROID%20AUTHORITY-ea2e49?style=for-the-badge" alt="As seen on Android Authority">
</a>
<a href="https://www.xda-developers.com/this-amazing-pokemon-red-and-blue-voxel-mod-adds-a-3d-perspective-without-an-emulator/">
<img src="https://img.shields.io/badge/AS%20SEEN%20ON-XDA%20DEVELOPERS-ea2e49?style=for-the-badge" alt="As seen on XDA Developers">
</a>
</p>
### Watch the latest update video
[![Watch the latest update video](https://img.youtube.com/vi/8IOgqbe4YvA/maxresdefault.jpg)](https://www.youtube.com/watch?v=8IOgqbe4YvA)
SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
This project does not include a ROM, emulate the Game Boy, transpile assembly,
or download a disassembly. A canonical US Poke Red, Blue, Yellow, or Gold ROM
is the only game content input.
or download a disassembly. A canonical US Pokemon Red or Blue ROM is the only
game content input.
The ROM is verified, used during import, and then released from memory. It is
not copied into the cache. Later launches load the private generated cache and
do not ask for the ROM again. Red, Blue, Yellow, and Gold can all be imported
side by side. Gold is Gen 2 Phase 1 (import + launcher; see
`docs/gold-phase1.md`): the Gen 2 engine is still under construction.
do not ask for the ROM again. Red and Blue can both be imported and played
side by side.
## Quick Start
Open the desktop app. On first boot, choose your legally obtained `.gb` /
`.gbc` file or drop it onto the window. Import takes a few seconds and the
game starts automatically.
Open the desktop app. On first boot, choose your legally obtained `.gb` file
or drop it onto the window. Import takes a few seconds and the game starts
automatically.
Only the canonical US Red, Blue, Yellow (1 MiB), and Gold (2 MiB) ROMs are
accepted. The importer verifies SHA-1 before creating any game data:
Only the canonical 1 MiB US Red and Blue ROMs are accepted. The importer
verifies SHA-1 before creating any game data:
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
- Gold: `d8b8a3600a465308c9953dfa04f0081c05bdcb94`
The packaged app contains neither a ROM nor pre-extracted game data. Music,
sound effects, and cries are synthesized while the game runs from compact
audio channel programs copied out of the verified ROM.
### A note on Windows Defender warnings
Windows Defender sometimes flags the Windows build with a generic
machine-learning detection such as `Trojan:Win32/Wacatac!ml` (#621). This is
a known false positive: the exe is the official LÖVE runtime with the game
archive appended (the standard way LÖVE games ship), and Defender's
heuristics distrust unsigned executables with appended data. Every release
publishes SHA-256 checksums (`sha256sums.txt`) so you can verify your
download, and you can confirm a flagged file yourself on
[VirusTotal](https://www.virustotal.com), where these builds come back clean
on every engine except Defender's heuristic. False positives are reported to
Microsoft as they come up.
## Controls
| Action | Keyboard | Controller |
| ------ | ----------------- | ------------------ |
| Move | Arrow keys / WASD | D-pad / left stick |
| A | Z / Enter / Space | A |
| B | X / Backspace | B |
| Start | Escape | Start |
| Select | Tab / Shift | Back / Select |
| Action | Keyboard | Controller |
|--------|----------|------------|
| Move | Arrow keys / WASD | D-pad / left stick |
| A | Z / Enter / Space | A |
| B | X / Backspace | B |
| Start | Escape | Start |
| Select | Tab / Shift | Back / Select |
Rebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are
supported out of the box.
### Hotkeys
| Key | What it does |
|-----|----------------|
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
| `2` | Cycle COLORS |
| `3` | Cycle TILT (free-roam overworld) |
| `4` | Cycle ZOOM through every level (free-roam overworld) |
| `5` | Cycle GBC FX |
| `F1` | Save |
| `F2` | Load |
| `F10` | Open / close the mod manager |
| Key | What it does |
| --------- | ---------------------------------------------------- |
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
| `1` | Cycle GAME SPEED up (controller: R2 faster, L2 slower) |
| `2` | Cycle COLORS |
| `3` | Cycle TILT (free-roam overworld) |
| `4` | Cycle ZOOM through every level (free-roam overworld) |
| `5` | Cycle GBC FX |
| `F1` | Save |
| `F2` | Load |
| `F10` | Open / close the mod manager |
COLORS, TILT, ZOOM, GBC FX, GAME SPEED, and VOID FILL are also in the
Options menu and persist in `options.lua`.
### Low-end devices
**OPTIONS → PERFORMANCE** scales the port's optional extras for weaker
hardware: **HIGH** (everything on), **BALANCED** (no 3D tilt or GBC FX),
**LOW** (also no survey zoom, FPS capped), or **AUTO** — the default, which
picks a tier from your device (ARM handhelds → LOW, phones → BALANCED,
normal desktops → HIGH, unchanged). It only scales presentation; the
fixed-step game logic is identical on every tier, and a lower tier hides
your tilt/zoom/GBC-FX preferences without forgetting them. Details in
[docs/new-features.md](docs/new-features.md#performance-tier-low-end-devices).
### Rulesets
**OPTIONS → RULESET** picks which set of Gen 1 battle behaviors to run.
Both rulesets share the same damage formulas; they differ only in whether
the original's quirks are kept. The setting persists in `options.lua`, and
mods can register their own.
`gen1_faithful` is the default and reproduces the original cartridge,
famous bugs included:
| Rule | Behavior |
| --------------------------- | ----------------------------------------------------- |
| `oneIn256Miss` | A 100%-accurate move still misses on a roll of 255 |
| `critUsesBaseSpeed` | Crit rate reads base speed, not the current stat |
| `critIgnoresStages` | Crit rate ignores stat stages |
| `focusEnergyBug` | FOCUS ENERGY quarters the crit rate instead of x4 |
| `enemyUnlimitedPP` | Enemies never spend PP, so they never Struggle |
| `hyperBeamSkipRechargeOnKO` | HYPER BEAM skips its recharge when the target faints |
| `randMin` / `randMax` | Damage random factor 217-255 |
`modern_clean` keeps the formulas but removes the notorious quirks:
| Rule | Behavior |
| --------------------------- | ----------------------------------------------------- |
| `oneIn256Miss` | Off: a 100%-accurate move always hits |
| `critUsesBaseSpeed` | Unchanged: crit rate still reads base speed |
| `critIgnoresStages` | Off: stat stages count toward the crit rate |
| `focusEnergyBug` | Off: FOCUS ENERGY raises the crit rate as intended |
| `enemyUnlimitedPP` | Off: enemies deplete PP and Struggle when empty |
| `hyperBeamSkipRechargeOnKO` | Off: HYPER BEAM always recharges, like Gen 2+ |
| `randMin` / `randMax` | Damage random factor 217-255, same as faithful |
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
and persist in `options.lua`.
## Running From Source
Requires LÖVE 11.x. Place a Red, Blue, or Yellow ROM in the project folder and
Requires LÖVE 11.x. Place a Red or Blue ROM in the project folder and
double-click `Play-Mac.command` or `Play-Windows.bat`, or run:
```sh
scripts/setup.sh --rom "/path/to/Poke Red.gb" # or Blue.gb / Yellow.gbc
scripts/setup.sh --rom "/path/to/Pokemon Red.gb" # or Pokemon Blue.gb
scripts/run.sh
```
then `love .` for later launches. Windows PowerShell scripts, the optional
developer data build, test suites, and cache management are covered in
[Developer Setup](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Developer-Setup).
[Developer Setup](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Developer-Setup).
## Portable Mode
@@ -190,7 +80,7 @@ By default the game keeps your save, options, and the private ROM-derived
data cache in your OS's normal per-user app data folder. To keep everything
next to the game instead (handy for a USB stick or portable drive you carry
between computers), drop an empty file named `portable.txt` next to the app
(next to `gen1recomp.app`/`.exe`, or next to `main.lua`/`conf.lua` when
(next to `PokemonRed.app`/`.exe`, or next to `main.lua`/`conf.lua` when
running from source), then launch the game. Portable mode is desktop-only
(Windows, Linux, macOS); it has no effect on Android or iOS, where the app
runs from a read-only package.
@@ -198,120 +88,14 @@ runs from a read-only package.
With `portable.txt` present:
- `save.lua`, `save.lua.bak`, and `options.lua` are read from and written to
that same folder instead of the OS save directory.
that same folder instead of the OS save directory.
- A ROM import writes the generated `data/generated` and `assets/generated`
cache straight into that folder too (nothing is left in the OS save
directory), so a later launch reuses it without asking for the ROM again
even on a different computer, as long as the same folder comes along.
cache straight into that folder too (nothing is left in the OS save
directory), so a later launch reuses it without asking for the ROM again
even on a different computer, as long as the same folder comes along.
- Deleting `portable.txt` switches back to the normal OS save directory; nothing
already written to either location is touched automatically, so copy files
over yourself if you want to carry existing progress across the switch.
## Launch Options
By default the app opens the launcher so you can pick a game. Launch options
skip it and start one game directly, which is what you want for a one-click
entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
| Option | Effect |
| --- | --- |
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
| `--slot=2` | load that save slot; takes a slot number or a slot id |
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
## Linux on arm64 (Raspberry Pi)
Alongside the x86_64 `gen1recomp-*-linux.zip`, every release ships
`gen1recomp-*-linux-arm64.AppImage` for 64-bit ARM desktop Linux — Raspberry
Pi 4/5, Armbian and other SBC distros, and arm64 VMs on Apple Silicon:
```sh
chmod +x gen1recomp-*-linux-arm64.AppImage
./gen1recomp-*-linux-arm64.AppImage
```
LÖVE publishes no aarch64 binary of any kind, so this artifact compiles the
engine — and SDL2, OpenAL and the codecs — from source inside a Debian
bullseye arm64 container. It needs only glibc 2.29+, libstdc++, freetype and
zlib on the host; OpenGL, X11, Wayland, KMSDRM, ALSA and PulseAudio are all
dlopened, so the same image runs on a full desktop, a Wayland-only session or
a KMSDRM handheld with no X server. Build instructions and the reasoning are
in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
## iOS
Every release ships `gen1recomp++-*-ios.ipa`. Sideload it with AltStore
(Windows or Mac) — see [docs/ios-sideload.md](docs/ios-sideload.md). To
build and install from source on a Mac instead, see
[docs/ios-install.md](docs/ios-install.md).
<div>
<a href="https://intradeus.github.io/http-protocol-redirector?r=sidestore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/sidestore-badge.png" alt="Add to SideStore" height="60"></a>
&nbsp;
<a href="https://intradeus.github.io/http-protocol-redirector?r=feather://source/https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/feather-badge.png" alt="Add to Feather" height="60"></a>
&nbsp;
<a href="https://intradeus.github.io/http-protocol-redirector?r=altstore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/altstore-badge.png" alt="Add to AltStore" height="60"></a>
&nbsp;
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
</div>
## Xbox Dev Mode
Every release ships `gen1recomp-*-xbox-uwp.zip` for Xbox One and Xbox Series
consoles in Developer Mode. It cannot be installed in retail mode.
Extract the archive, then use Xbox Device Portal to install the `.msix` and
the x64 package under `Dependencies`.
### External setup
1. Put your legally obtained Red, Blue, or Yellow ROMs on an external drive.
Mod ZIPs can go on the same drive.
2. Connect the drive to the Xbox and open Gen1Recomp.
3. Select **Import ROM** or **Import Mod**, then choose the file with the Xbox
file picker.
4. Repeat the ROM import for each version you want to use.
### Internal setup
1. Create a folder named `baseroms` on your PC and place your legally obtained
Red, Blue, or Yellow ROMs inside it.
2. ZIP the folder, keeping `baseroms` at the top level of the archive.
3. Launch Gen1Recomp once, then close it.
4. Open Xbox Device Portal and upload the ZIP to
`Gen1Recomp/LocalState/pokemon-love2d/`.
5. Choose **Yes** when Device Portal asks whether to extract the archive.
6. Open Gen1Recomp. The launcher checks baseroms once at startup. When it finds a compatible ROM, that games tab shows ROM FOUND and an Import detected ROM button.
ROMs, generated game data, saves, and mods remain in LocalState and are not
included in the app.
Source builds and package details are covered in
[the Xbox UWP build notes](ports/uwp/BUILD.md).
## Handhelds
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
ships with every release as `gen1recomp-*-rg34xxsp-stockos64-mod.zip`.
Install steps, controls, and troubleshooting live in
[docs/anbernic-rg34xxsp.md](docs/anbernic-rg34xxsp.md).
## Nintendo Switch
Releases ship an SD-ready `gen1recomp-*-switch.zip`. Runtime target is pinned
[love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`. Requires a
console that can run Switch homebrew.
- Players: [docs/switch-install.md](docs/switch-install.md). Download the
zip, extract at the microSD root (install or update), title-override
launch, import your own legal ROM, Joy-Con controls and shortcuts.
- Builders: [docs/switch-build.md](docs/switch-build.md). `--fetch` /
`--loose` / `--fused`, toolchain, Docker fallback, and CI vs release
(path-gated ubuntu selftest, fused PR artifact on the main repo, release
hard-fail).
- File transfer (MTP / SD / FTP): [docs/switch-transfer.md](docs/switch-transfer.md).
already written to either location is touched automatically, so copy files
over yourself if you want to carry existing progress across the switch.
## Modding
@@ -319,45 +103,36 @@ The game ships a native mod platform: content registries, events and hooks,
per-mod saves and options, and an in-game manager. The full modding book —
getting started, a twelve-rung tutorial ladder, a cookbook, and the generated
reference — lives on the
[project wiki](https://github.com/bryanthaboi/gen1recomp/wiki).
[project wiki](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki).
Shipped example mods, one per kind of author, live in `[mods/](mods/)`.
Maps can be edited in our own build of [Tiled](https://www.mapeditor.org),
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
and exported back out as a mod; see
[docs/tiled-map-editing.md](docs/tiled-map-editing.md).
Shipped example mods, one per kind of author, live in [`mods/`](mods/).
## Bugs and Ideas
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
that looks wrong, text in the wrong box, anything that does not match the
original game.
[Open a bug report](https://github.com/bryanthaboi/gen1recomp/issues/new?template=bug_report.yml).
[Open a bug report](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=bug_report.yml).
Attach a screenshot if you can. It saves a lot of back and forth, and if you
can't get one, the form asks you to describe what you saw instead.
Thought of a feature that could be good, or a way to improve one that already
exists?
[Open a feature request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=feature_request.yml).
[Open a feature request](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/issues/new?template=feature_request.yml).
Say what you want, why it is worth doing, and how you picture it working. A
request with real detail is one that can actually get built.
## More
- [Link play](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Link-Play)
— START > LINK connects two copies directly over UDP.
- [Save editor](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Save-Editor)
— edit party, boxes, items, events, and Pokédex flags outside the game.
- [Link play](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Link-Play)
— START > LINK connects two copies directly over UDP.
- [Save editor](https://github.com/bryanthaboi/pokemon-gen1-recomp-project/wiki/Guide-Save-Editor)
— edit party, boxes, items, events, and Pokédex flags outside the game.
- `docs/architecture.md` — runtime details;
`docs/behavior-porting-notes.md` — formula provenance.
`docs/behavior-porting-notes.md` — formula provenance.
## Special Thanks
This project would not be possible without [pret](https://github.com/pret) >
the pret band of decompiling maniacs > and their
[pokered](https://github.com/pret/pokered) disassembly.
<p align="center"><a href="https://boisclub.games"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/bcg.png"></a></p>
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# Plain Pixel font
"Plain Pixel Font" by Douglas Vautour (Burpy Fresh) is licensed under
CC-BY 4.0: https://burpyfresh.itch.io
Version 0.009 (CJK character additions), unmodified. Characters for most
languages have a 5x11 base but can extend vertically; double-width
characters such as Hiragana and Katakana are 11x11.
Bundled so a translation mod can opt into TTF text rendering
(`mod.content.font:register("ttf", {})`; see the Translation support
section of docs/new-features.md) instead of drawing hundreds of glyph-page
tiles. The tile font extracted from the player's ROM stays the default.
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# On-screen touch control art
From Xelu's "Free Controller & Keyboard Prompts" pack (Nicolae Berbece /
Those Awesome Guys), public domain under CC0:
https://thoseawesomeguys.com/prompts/
256px Nintendo Switch set, renamed for src/core/TouchControls.lua:
d-pad (neutral + per-direction highlight), A, B, plus (START) and
minus (SELECT).
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#!/usr/bin/env bash
# Build a PortMaster aarch64 port of gen1recomp for Linux ARM SBC handhelds.
# The package uses PortMaster control hooks and a self-contained LÖVE runtime,
# while keeping paths relative to the launcher for broad CFW compatibility.
#
# The launcher uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64
# runtime so the device does not need a separate runtime download on first launch.
#
# Usage:
# ./build-linux-arm-sbc.sh [--version X.Y.Z]
# GEN1RECOMP_SOURCE_DIR="$PWD" ./build-linux-arm-sbc.sh --version X.Y.Z
# ./build-linux-arm-sbc.sh --source /path/to/gen1recomp --version X.Y.Z
#
# Output:
# dist/linux-arm-sbc/gen1recomp-sbc-portmaster.zip
#
# Install on device:
# 1. Install PortMaster for the handheld firmware.
# 2. Unzip into the device's PortMaster ports folder so you have:
# Roms/Ports (PORTS)/gen1recomp-sbc.sh
# Roms/Ports (PORTS)/gen1recomp-sbc/...
# 3. Copy a legal US Red or Blue .gb into Roms/Ports (PORTS)/gen1recomp-sbc/lovegame/
# 4. Launch "gen1recomp-sbc" from the Ports list; press Choose ROM (scans that
# folder when zenity is missing).
set -euo pipefail
ROOT="$(cd "$(dirname "$0")" && pwd)"
HERE="$ROOT/.bazinga"
CACHE="$HERE/cache/linux-arm-sbc"
WORK="$HERE/work/linux-arm-sbc"
DIST="$ROOT/dist/linux-arm-sbc"
APP_NAME="gen1recomp-sbc"
# Artifact suffix identifies this as the generic PortMaster SBC package.
# Release uploads stage it as gen1recomp-<ver>-sbc-portmaster.zip.
ARTIFACT_SUFFIX="portmaster"
PORT_DIR_NAME="gen1recomp-sbc"
LAUNCHER_NAME="gen1recomp-sbc.sh"
LOVE_VERSION="11.5"
# By default the pack is reproducible from the latest published GitHub release,
# not whatever happens to be in the caller's checkout. Development builds can
# point this at a local checkout with GEN1RECOMP_SOURCE_DIR=/path/to/repo.
SOURCE_DIR_OVERRIDE="${GEN1RECOMP_SOURCE_DIR:-}"
SOURCE_TAG_OVERRIDE="${GEN1RECOMP_RELEASE_TAG:-}"
VERSION="${GEN1RECOMP_VERSION:-}"
# Official PortMaster LÖVE 11.5 aarch64 runtime (small love stub + liblove).
PM_RUNTIME_BASE="https://raw.githubusercontent.com/PortsMaster/PortMaster-GUI/main/PortMaster/runtimes/love_${LOVE_VERSION}"
RELEASES_LATEST_URL="https://github.com/bryanthaboi/gen1recomp/releases/latest"
RELEASE_TARBALL_BASE="https://github.com/bryanthaboi/gen1recomp/archive/refs/tags"
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
while [ $# -gt 0 ]; do
case "$1" in
--version) [ $# -ge 2 ] || fail "--version needs X.Y.Z"; VERSION="$2"; shift ;;
--source) [ $# -ge 2 ] || fail "--source needs a directory"; SOURCE_DIR_OVERRIDE="$2"; shift ;;
--release-tag) [ $# -ge 2 ] || fail "--release-tag needs a tag"; SOURCE_TAG_OVERRIDE="$2"; shift ;;
-h|--help)
sed -n '2,24p' "$0"
exit 0
;;
*) fail "unknown argument: $1" ;;
esac
shift
done
command -v curl >/dev/null || fail "curl is required"
command -v zip >/dev/null || fail "zip is required"
command -v unzip >/dev/null || fail "unzip is required"
command -v tar >/dev/null || fail "tar is required"
mkdir -p "$CACHE" "$WORK" "$DIST"
download() {
local url="$1" dest="$2"
if [ -f "$dest" ] && [ -s "$dest" ]; then
return 0
fi
say "downloading $(basename "$dest")"
curl -fL --progress-bar "$url" -o "$dest.tmp" \
|| fail "download failed: $url"
mv "$dest.tmp" "$dest"
}
# --------------------------------------------------------------- source + game tree
# Release builds use the latest published source archive. A local checkout is
# an explicit override for development and for CI's just-built release source.
if [ -n "$SOURCE_DIR_OVERRIDE" ]; then
SOURCE_DIR_OVERRIDE="$(cd "$SOURCE_DIR_OVERRIDE" 2>/dev/null && pwd)" \
|| fail "source directory does not exist: $SOURCE_DIR_OVERRIDE"
SOURCE_DIR="$SOURCE_DIR_OVERRIDE"
SOURCE_TAG="${SOURCE_TAG_OVERRIDE:-local}"
if [ "$SOURCE_TAG" != "local" ]; then
printf '%s' "$SOURCE_TAG" | grep -Eq '^v[0-9]+\.[0-9]+\.[0-9]+$' \
|| fail "release tag must look like vX.Y.Z: $SOURCE_TAG"
fi
if [ -z "$VERSION" ]; then
VERSION="$(git -C "$SOURCE_DIR" rev-parse --short HEAD 2>/dev/null || echo dev)"
fi
else
if [ -z "$SOURCE_TAG_OVERRIDE" ]; then
latest_location="$(curl -fsSI "$RELEASES_LATEST_URL" \
| awk 'tolower($1) == "location:" { print $2 }' | tail -1 | tr -d '\r')" \
|| fail "could not resolve latest published release"
SOURCE_TAG_OVERRIDE="${latest_location##*/}"
fi
printf '%s' "$SOURCE_TAG_OVERRIDE" | grep -Eq '^v[0-9]+\.[0-9]+\.[0-9]+$' \
|| fail "release tag must look like vX.Y.Z: $SOURCE_TAG_OVERRIDE"
SOURCE_TAG="$SOURCE_TAG_OVERRIDE"
SOURCE_ARCHIVE="$CACHE/gen1recomp-${SOURCE_TAG}.tar.gz"
download "$RELEASE_TARBALL_BASE/$SOURCE_TAG.tar.gz" "$SOURCE_ARCHIVE"
SOURCE_EXTRACT="$WORK/source-$SOURCE_TAG"
rm -rf "$SOURCE_EXTRACT"
mkdir -p "$SOURCE_EXTRACT"
tar -xzf "$SOURCE_ARCHIVE" -C "$SOURCE_EXTRACT"
SOURCE_DIR="$(find "$SOURCE_EXTRACT" -mindepth 1 -maxdepth 1 -type d -print -quit)"
[ -n "$SOURCE_DIR" ] || fail "release archive had no source directory"
if [ -z "$VERSION" ]; then VERSION="${SOURCE_TAG#v}"; fi
fi
say "staging lovegame/ from $SOURCE_TAG"
GAME_SRC="$WORK/lovegame"
rm -rf "$GAME_SRC"
mkdir -p "$GAME_SRC"
# Same payload as scripts/build.sh's game.love — never ship ROM-derived cache.
# tools/save-editor is part of that payload: the launcher's Edit button on a
# save row opens it in-process (main.lua).
(cd "$SOURCE_DIR" && zip -q -9 -r "$WORK/game-payload.zip" \
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$WORK/game-payload.zip" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
fail "payload unexpectedly contains generated ROM data"
fi
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
rm -f "$WORK/game-payload.zip"
# Stamp release version into the staged tree only (never the working tree).
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$SOURCE_DIR/src/core/Version.lua" > "$GAME_SRC/src/core/Version.lua"
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
"$GAME_SRC/src/core/Version.lua" \
|| fail "version stamp failed"
else
say "version '$VERSION' is not X.Y.Z — shipping default engine (no stamp)"
fi
# Portable marker: saves + ROM cache live next to the game on the SD card.
: > "$GAME_SRC/portable.txt"
# --------------------------------------------------------------- love runtime
say "fetching LÖVE $LOVE_VERSION aarch64 runtime"
LOVE_BIN="$CACHE/love.aarch64"
LOVE_LIB="$CACHE/liblove-11.5.so"
LUAJIT_LIB="$CACHE/libluajit-5.1.so.2"
MODPLUG_LIB="$CACHE/libmodplug.so.1"
OGG_LIB="$CACHE/libogg.so.0"
download "$PM_RUNTIME_BASE/love.aarch64" "$LOVE_BIN"
download "$PM_RUNTIME_BASE/libs.aarch64/liblove-11.5.so" "$LOVE_LIB"
download "$PM_RUNTIME_BASE/libs.aarch64/libluajit-5.1.so.2" "$LUAJIT_LIB"
download "$PM_RUNTIME_BASE/libs.aarch64/libmodplug.so.1" "$MODPLUG_LIB"
download "$PM_RUNTIME_BASE/libs.aarch64/libogg.so.0" "$OGG_LIB"
# Sanity: love stub must be an aarch64 ELF.
file "$LOVE_BIN" | grep -qi 'aarch64\|ARM aarch64' \
|| fail "love.aarch64 does not look like an aarch64 ELF (got: $(file "$LOVE_BIN"))"
# --------------------------------------------------------------- port tree
say "assembling port package"
PORT_ROOT="$WORK/port"
rm -rf "$PORT_ROOT"
mkdir -p "$PORT_ROOT/$PORT_DIR_NAME/bin" \
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64" \
"$PORT_ROOT/$PORT_DIR_NAME/licenses" \
"$PORT_ROOT/$PORT_DIR_NAME/conf"
cp -R "$GAME_SRC" "$PORT_ROOT/$PORT_DIR_NAME/lovegame"
cp "$LOVE_BIN" "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
chmod +x "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
cp "$LOVE_LIB" "$LUAJIT_LIB" "$MODPLUG_LIB" "$OGG_LIB" \
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64/"
# Drop a short license pointer for the bundled LÖVE bits.
cat > "$PORT_ROOT/$PORT_DIR_NAME/licenses/LICENSE.love2d.txt" <<'EOF'
This port bundles the LÖVE 11.5 aarch64 runtime from PortMaster
(https://github.com/PortsMaster/PortMaster-GUI). LÖVE is zlib-licensed;
see https://love2d.org/ for full terms.
EOF
# --------------------------------------------------------------- launcher
# Resolve the game directory from the launcher so this works with both
# PortMaster-managed ports directories.
cat > "$PORT_ROOT/$LAUNCHER_NAME" <<'EOF'
#!/bin/bash
# gen1recomp-sbc — Linux ARM SBC / PortMaster launcher
# Uses SHDIR-relative paths so firmware-specific mount points do not matter.
export HOME="${HOME:-/root}"
XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
SHDIR="$(cd "$(dirname "$0")" && pwd)"
if [ -d "/mnt/SDCARD/Apps/PortMaster/PortMaster/" ]; then
controlfolder="/mnt/SDCARD/Apps/PortMaster/PortMaster"
elif [ -d "/mnt/SDCARD/Roms/ports/PortMaster" ]; then
controlfolder="/mnt/SDCARD/Roms/ports/PortMaster"
elif [ -d "/mnt/SDCARD/Data/PortMaster/" ]; then
controlfolder="/mnt/SDCARD/Data/PortMaster"
elif [ -d "$SHDIR/PortMaster" ]; then
controlfolder="$SHDIR/PortMaster"
elif [ -d "/opt/system/Tools/PortMaster/" ]; then
controlfolder="/opt/system/Tools/PortMaster"
elif [ -d "/opt/tools/PortMaster/" ]; then
controlfolder="/opt/tools/PortMaster"
elif [ -d "$XDG_DATA_HOME/PortMaster/" ]; then
controlfolder="$XDG_DATA_HOME/PortMaster"
elif [ -d "/roms/ports/PortMaster" ]; then
controlfolder="/roms/ports/PortMaster"
else
controlfolder="/mnt/SDCARD/Roms/PORTS/PortMaster"
fi
if [ ! -f "$controlfolder/control.txt" ]; then
echo "PortMaster control.txt not found under $controlfolder" >&2
exit 1
fi
# shellcheck disable=SC1090
source "$controlfolder/control.txt"
get_controls
if [ -n "${CFW_NAME:-}" ] && [ -f "${controlfolder}/mod_${CFW_NAME}.txt" ]; then
# shellcheck disable=SC1090
source "${controlfolder}/mod_${CFW_NAME}.txt"
fi
GAMEDIR="$SHDIR/gen1recomp-sbc"
CONFDIR="$GAMEDIR/conf"
mkdir -p "$CONFDIR"
cd "$GAMEDIR" || exit 1
> "$GAMEDIR/log.txt" && exec > >(tee "$GAMEDIR/log.txt") 2>&1
export XDG_DATA_HOME="$CONFDIR"
export XDG_CONFIG_HOME="$CONFDIR"
export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
# GLES is the common path on ARM SBC handhelds; firmware may override it.
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
if [ -n "${GPTOKEYB:-}" ]; then
$GPTOKEYB "love.aarch64" &
fi
if type pm_platform_helper >/dev/null 2>&1; then
pm_platform_helper "$GAMEDIR/bin/love.aarch64"
fi
./bin/love.aarch64 "$GAMEDIR/lovegame"
if type pm_finish >/dev/null 2>&1; then
pm_finish
else
if [ -n "${ESUDO:-}" ]; then
$ESUDO kill -9 $(pidof gptokeyb) 2>/dev/null || true
else
kill -9 $(pidof gptokeyb) 2>/dev/null || true
fi
fi
EOF
chmod +x "$PORT_ROOT/$LAUNCHER_NAME"
# --------------------------------------------------------------- metadata
cat > "$PORT_ROOT/port.json" <<EOF
{
"version": 2,
"name": "gen1recomp-sbc.zip",
"items": [
"$LAUNCHER_NAME",
"$PORT_DIR_NAME"
],
"items_opt": null,
"attr": {
"title": "gen1recomp-sbc",
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
"source": "https://github.com/bryanthaboi/gen1recomp/releases/tag/$SOURCE_TAG",
"inst": "Requires a 64-bit Linux ARM handheld with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp-sbc/lovegame/, then launch and press Choose ROM.",
"genres": ["adventure", "rpg"],
"porter": ["gen1recomp-sbc"],
"image": {},
"rtr": true,
"runtime": null,
"reqs": [],
"arch": ["aarch64"]
}
}
EOF
cat > "$PORT_ROOT/gameinfo.xml" <<EOF
<?xml version="1.0" encoding="utf-8"?>
<gameList>
<game>
<path>./$LAUNCHER_NAME</path>
<name>gen1recomp-sbc</name>
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
<releasedate>20250101T000000</releasedate>
<developer>the bois club</developer>
<publisher>the bois club</publisher>
<genre>RPG</genre>
</game>
</gameList>
EOF
cat > "$PORT_ROOT/README.md" <<'EOF'
## gen1recomp-sbc (Linux ARM SBC / PortMaster)
Native LÖVE 11.5 aarch64 PortMaster port of gen1recomp for compatible Linux ARM SBC handhelds, including H700-class devices. This pack was built from source release **__SOURCE_TAG__**.
### Install
1. Install PortMaster for your handheld firmware.
2. Unzip so `gen1recomp-sbc.sh` and the `gen1recomp-sbc/` folder are siblings in the device's PortMaster ports directory.
3. Copy a legal US Pokémon Red or Blue `.gb` into `gen1recomp-sbc/lovegame/`.
4. Refresh the launcher and launch **gen1recomp-sbc** from Ports.
### Controls
| Input | Action |
|--|--|
| D-pad | Move cursor |
| A | Click |
| L1 / R1 | Switch tabs |
| Start / Select | Play or choose ROM |
Controls use the normal PortMaster / SDL pad map. Device-specific power/suspend behavior is supplied by the firmware and PortMaster runtime.
### First run
Put the `.gb` in `lovegame/`, then press **Choose ROM**. After import, the ROM-derived cache and saves stay beside the game (`portable.txt`).
### Thanks
LÖVE runtime binaries from [PortMaster](https://portmaster.games/). PortMaster device support and runtime integration are maintained by the PortMaster team.
EOF
sed -i.bak "s/__SOURCE_TAG__/$SOURCE_TAG/g" "$PORT_ROOT/README.md"
rm -f "$PORT_ROOT/README.md.bak"
# --------------------------------------------------------------- zip
ZIP_OUT="$DIST/$APP_NAME-$ARTIFACT_SUFFIX.zip"
rm -f "$ZIP_OUT"
say "packing $ZIP_OUT"
(cd "$PORT_ROOT" && zip -q -9 -r "$ZIP_OUT" \
"$LAUNCHER_NAME" "$PORT_DIR_NAME" port.json gameinfo.xml README.md)
say "done."
say "artifact: $ZIP_OUT ($(du -h "$ZIP_OUT" | cut -f1))"
say "copy into the device PortMaster ports folder, then drop your .gb into gen1recomp-sbc/lovegame/"
-336
View File
@@ -1,336 +0,0 @@
#!/usr/bin/env bash
# Build a PortMaster-style aarch64 port of gen1recomp for Anbernic RG34XXSP
# on Stock OS 64-bit MOD (H700; cbepx-me StockOS MOD / official V1.0.6 base
# + PortMaster).
#
# The stock Anbernic firmware resolves ports relative to the launch script
# (roms/PORTS/...), not PortMaster's /$directory/ports/... path. This pack
# uses SHDIR-relative paths and bundles the LÖVE 11.5 aarch64 runtime so the
# device does not need a separate love_11.5 runtime download on first launch.
#
# Usage:
# ./build-rg34xxsp.sh [--version X.Y.Z]
#
# Output:
# dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
#
# Install on device:
# 1. Flash / run Stock OS 64-bit MOD with PortMaster installed.
# 2. Unzip into the SD card's roms/PORTS/ folder so you have:
# roms/PORTS/Gen1recomp.sh
# roms/PORTS/gen1recomp/...
# 3. Copy a legal US Red or Blue .gb into roms/PORTS/gen1recomp/lovegame/
# 4. Launch "Gen1recomp" from the Ports list; press Choose ROM (scans that
# folder when zenity is missing).
set -euo pipefail
ROOT="$(cd "$(dirname "$0")" && pwd)"
HERE="$ROOT/.bazinga"
CACHE="$HERE/cache/rg34xxsp"
WORK="$HERE/work/rg34xxsp"
DIST="$ROOT/dist/rg34xxsp"
APP_NAME="gen1recomp"
# Artifact suffix matches the CFW this port targets (Anbernic H700 Stock OS
# 64-bit MOD for RG34XXSP). Release uploads stage it as
# gen1recomp-<ver>-rg34xxsp-stockos64-mod.zip.
ARTIFACT_SUFFIX="rg34xxsp-stockos64-mod"
PORT_DIR_NAME="gen1recomp"
LAUNCHER_NAME="Gen1recomp.sh"
LOVE_VERSION="11.5"
VERSION="$(git -C "$ROOT" rev-parse --short HEAD 2>/dev/null || echo dev)"
# Official PortMaster LÖVE 11.5 aarch64 runtime (small love stub + liblove).
PM_RUNTIME_BASE="https://raw.githubusercontent.com/PortsMaster/PortMaster-GUI/main/PortMaster/runtimes/love_${LOVE_VERSION}"
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
while [ $# -gt 0 ]; do
case "$1" in
--version) VERSION="$2"; shift ;;
-h|--help)
sed -n '2,24p' "$0"
exit 0
;;
*) fail "unknown argument: $1" ;;
esac
shift
done
command -v curl >/dev/null || fail "curl is required"
command -v zip >/dev/null || fail "zip is required"
command -v unzip >/dev/null || fail "unzip is required"
mkdir -p "$CACHE" "$WORK" "$DIST"
download() {
local url="$1" dest="$2"
if [ -f "$dest" ] && [ -s "$dest" ]; then
return 0
fi
say "downloading $(basename "$dest")"
curl -fL --progress-bar "$url" -o "$dest.tmp" \
|| fail "download failed: $url"
mv "$dest.tmp" "$dest"
}
# --------------------------------------------------------------- game tree
# Unpacked directory (not a .love zip) so the player can drop a .gb next to
# main.lua and RomImporter can scan it without zenity/kdialog.
say "staging lovegame/"
GAME_SRC="$WORK/lovegame"
rm -rf "$GAME_SRC"
mkdir -p "$GAME_SRC"
# Same payload as scripts/build.sh's game.love — never ship ROM-derived cache.
# tools/save-editor is part of that payload: the launcher's Edit button on a
# save row opens it in-process (main.lua).
(cd "$ROOT" && zip -q -9 -r "$WORK/game-payload.zip" \
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
payload_list="$(unzip -Z1 "$WORK/game-payload.zip")"
printf '%s\n' "$payload_list" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' \
&& fail "payload unexpectedly contains generated ROM data"
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_gold.json" \
|| fail "payload is missing tools/rom_manifest_gold.json"
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
rm -f "$WORK/game-payload.zip"
# Stamp release version into the staged tree only (never the working tree).
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$GAME_SRC/src/core/Version.lua"
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
"$GAME_SRC/src/core/Version.lua" \
|| fail "version stamp failed"
else
say "version '$VERSION' is not X.Y.Z — shipping default engine (no stamp)"
fi
# Portable marker: saves + ROM cache live next to the game on the SD card.
: > "$GAME_SRC/portable.txt"
# --------------------------------------------------------------- love runtime
say "fetching LÖVE $LOVE_VERSION aarch64 runtime"
LOVE_BIN="$CACHE/love.aarch64"
LOVE_LIB="$CACHE/liblove-11.5.so"
LUAJIT_LIB="$CACHE/libluajit-5.1.so.2"
MODPLUG_LIB="$CACHE/libmodplug.so.1"
OGG_LIB="$CACHE/libogg.so.0"
download "$PM_RUNTIME_BASE/love.aarch64" "$LOVE_BIN"
download "$PM_RUNTIME_BASE/libs.aarch64/liblove-11.5.so" "$LOVE_LIB"
download "$PM_RUNTIME_BASE/libs.aarch64/libluajit-5.1.so.2" "$LUAJIT_LIB"
download "$PM_RUNTIME_BASE/libs.aarch64/libmodplug.so.1" "$MODPLUG_LIB"
download "$PM_RUNTIME_BASE/libs.aarch64/libogg.so.0" "$OGG_LIB"
# Sanity: love stub must be an aarch64 ELF.
file "$LOVE_BIN" | grep -qi 'aarch64\|ARM aarch64' \
|| fail "love.aarch64 does not look like an aarch64 ELF (got: $(file "$LOVE_BIN"))"
# --------------------------------------------------------------- port tree
say "assembling port package"
PORT_ROOT="$WORK/port"
rm -rf "$PORT_ROOT"
mkdir -p "$PORT_ROOT/$PORT_DIR_NAME/bin" \
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64" \
"$PORT_ROOT/$PORT_DIR_NAME/licenses" \
"$PORT_ROOT/$PORT_DIR_NAME/conf"
cp -R "$GAME_SRC" "$PORT_ROOT/$PORT_DIR_NAME/lovegame"
cp "$LOVE_BIN" "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
chmod +x "$PORT_ROOT/$PORT_DIR_NAME/bin/love.aarch64"
cp "$LOVE_LIB" "$LUAJIT_LIB" "$MODPLUG_LIB" "$OGG_LIB" \
"$PORT_ROOT/$PORT_DIR_NAME/libs.aarch64/"
# Drop a short license pointer for the bundled LÖVE bits.
cat > "$PORT_ROOT/$PORT_DIR_NAME/licenses/LICENSE.love2d.txt" <<'EOF'
This port bundles the LÖVE 11.5 aarch64 runtime from PortMaster
(https://github.com/PortsMaster/PortMaster-GUI). LÖVE is zlib-licensed;
see https://love2d.org/ for full terms.
EOF
# --------------------------------------------------------------- launcher
# Stock OS fix: resolve GAMEDIR from this script's directory (SHDIR), not
# PortMaster's $directory variable — Anbernic uses roms/PORTS with different
# casing and mount points (mmc / sdcard / TF1 / TF2).
cat > "$PORT_ROOT/$LAUNCHER_NAME" <<'EOF'
#!/bin/bash
# gen1recomp — Anbernic RG34XXSP stock OS / PortMaster launcher
# Uses SHDIR-relative paths so stock firmware finds the game folder.
export HOME="${HOME:-/root}"
XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
if [ -d "/opt/system/Tools/PortMaster/" ]; then
controlfolder="/opt/system/Tools/PortMaster"
elif [ -d "/opt/tools/PortMaster/" ]; then
controlfolder="/opt/tools/PortMaster"
elif [ -d "$XDG_DATA_HOME/PortMaster/" ]; then
controlfolder="$XDG_DATA_HOME/PortMaster"
elif [ -d "/mnt/mmc/Roms/PORTS/PortMaster" ]; then
controlfolder="/mnt/mmc/Roms/PORTS/PortMaster"
elif [ -d "/mnt/sdcard/Roms/PORTS/PortMaster" ]; then
controlfolder="/mnt/sdcard/Roms/PORTS/PortMaster"
elif [ -d "/roms/ports/PortMaster" ]; then
controlfolder="/roms/ports/PortMaster"
else
controlfolder="/roms/PORTS/PortMaster"
fi
SHDIR="$(cd "$(dirname "$0")" && pwd)"
# shellcheck disable=SC1090
source "$controlfolder/control.txt"
get_controls
[ -f "${controlfolder}/mod_${CFW_NAME}.txt" ] && source "${controlfolder}/mod_${CFW_NAME}.txt"
GAMEDIR="$SHDIR/gen1recomp"
CONFDIR="$GAMEDIR/conf"
mkdir -p "$CONFDIR"
cd "$GAMEDIR" || exit 1
> "$GAMEDIR/log.txt" && exec > >(tee "$GAMEDIR/log.txt") 2>&1
export XDG_DATA_HOME="$CONFDIR"
export XDG_CONFIG_HOME="$CONFDIR"
export LD_LIBRARY_PATH="$GAMEDIR/libs.aarch64:${LD_LIBRARY_PATH:-}"
export SDL_GAMECONTROLLERCONFIG="${sdl_controllerconfig:-}"
# Mali / H700: prefer GLES where available
export LOVE_GRAPHICS_USE_OPENGLES="${LOVE_GRAPHICS_USE_OPENGLES:-1}"
# Same GPU class as a phone, but getOS() here says "Linux", so the Android
# gate (issue #136) would not fire on its own: refuse GBC FX explicitly.
# Hides the OPTIONS row, pins the level to OFF, and heals a level already
# persisted in options.lua.
export POKEPORT_GBCFX="${POKEPORT_GBCFX:-0}"
$ESUDO chmod a+x ./bin/love.aarch64 2>/dev/null || chmod a+x ./bin/love.aarch64
$ESUDO chmod 666 /dev/uinput 2>/dev/null || true
if [ -n "${GPTOKEYB:-}" ]; then
$GPTOKEYB "love.aarch64" &
fi
if type pm_platform_helper >/dev/null 2>&1; then
pm_platform_helper "$GAMEDIR/bin/love.aarch64"
fi
./bin/love.aarch64 "$GAMEDIR/lovegame"
if type pm_finish >/dev/null 2>&1; then
pm_finish
else
if [ -n "${ESUDO:-}" ]; then
$ESUDO kill -9 $(pidof gptokeyb) 2>/dev/null || true
else
kill -9 $(pidof gptokeyb) 2>/dev/null || true
fi
fi
EOF
chmod +x "$PORT_ROOT/$LAUNCHER_NAME"
# --------------------------------------------------------------- metadata
cat > "$PORT_ROOT/port.json" <<EOF
{
"version": 2,
"name": "gen1recomp.zip",
"items": [
"$LAUNCHER_NAME",
"$PORT_DIR_NAME"
],
"items_opt": null,
"attr": {
"title": "gen1recomp",
"desc": "Native LÖVE2D recreation of Pokemon Red and Blue. Supply your own legal US Red or Blue ROM.",
"inst": "Requires Anbernic RG34XXSP Stock OS 64-bit MOD with PortMaster. Copy a canonical US Red or Blue .gb into gen1recomp/lovegame/, then launch and press Choose ROM.",
"genres": ["adventure", "rpg"],
"porter": ["gen1recomp"],
"image": {},
"rtr": true,
"runtime": null,
"reqs": [],
"arch": ["aarch64"]
}
}
EOF
cat > "$PORT_ROOT/gameinfo.xml" <<EOF
<?xml version="1.0" encoding="utf-8"?>
<gameList>
<game>
<path>./$LAUNCHER_NAME</path>
<name>gen1recomp</name>
<desc>Native LÖVE2D recreation of Pokemon Red and Blue. Requires your own legal US Red or Blue ROM.</desc>
<releasedate>20250101T000000</releasedate>
<developer>the bois club</developer>
<publisher>the bois club</publisher>
<genre>RPG</genre>
</game>
</gameList>
EOF
cat > "$PORT_ROOT/README.md" <<'EOF'
## gen1recomp (RG34XXSP / Stock OS 64-bit MOD)
Native LÖVE 11.5 port of gen1recomp for Anbernic RG34XXSP on
**Stock OS 64-bit MOD** (H700, PortMaster).
### Install
1. Use **Stock OS 64-bit MOD** with PortMaster installed (TF1).
2. Unzip so `Gen1recomp.sh` and the `gen1recomp/` folder sit in `roms/PORTS/`.
3. Copy a legal US Pokemon Red or Blue `.gb` into `gen1recomp/lovegame/`.
4. Refresh Ports / restart EmulationStation and launch **Gen1recomp**.
### Controls (launcher)
| Input | Action |
|--|--|
| D-pad / left stick | Move cursor |
| A | Click |
| L1 / R1 | Switch tabs |
| Right stick | Scroll lists |
| Start / Select | Play or Choose ROM |
In-game controls use the normal PortMaster / SDL pad map (rebind under OPTIONS → CONTROLS).
### Display options
GBC FX is disabled on this device (the H700's Mali GPU compiles that present
pass and then shows a black frame), so the OPTIONS row is hidden. COLORS,
TILT, ZOOM, VOID FILL and MAX FPS all work. To try it anyway, launch with
`POKEPORT_GBCFX=1`.
### First run
Stock OS has no zenity file picker. Put the `.gb` in `lovegame/`, then press
**Choose ROM** — the game scans that folder. After import, the ROM-derived
cache and saves stay beside the game (`portable.txt`).
Canonical SHA-1 (1 MiB US carts only):
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
### Thanks
LÖVE runtime binaries from [PortMaster](https://portmaster.games/).
Stock OS 64-bit MOD: [cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
EOF
# --------------------------------------------------------------- zip
ZIP_OUT="$DIST/$APP_NAME-$ARTIFACT_SUFFIX.zip"
rm -f "$ZIP_OUT" "$DIST/$APP_NAME-rg34xxsp.zip"
say "packing $ZIP_OUT"
(cd "$PORT_ROOT" && zip -q -9 -r "$ZIP_OUT" \
"$LAUNCHER_NAME" "$PORT_DIR_NAME" port.json gameinfo.xml README.md)
say "done."
say "artifact: $ZIP_OUT ($(du -h "$ZIP_OUT" | cut -f1))"
say "copy onto the RG34XXSP SD card under roms/PORTS/ (Stock OS 64-bit MOD), then drop your .gb into gen1recomp/lovegame/"
+5 -49
View File
@@ -1,9 +1,4 @@
function love.conf(t)
-- PhysFS ignores symlinks unless told otherwise, so a mod dev-linked into
-- mods/ (ln -s, matching the mklink /J workflow on Windows) is invisible
-- to love.filesystem.getDirectoryItems without this.
love.filesystem.setSymlinksEnabled(true)
local editor = os.getenv("POKEPORT_EDITOR") == "1"
local developer = os.getenv("POKEPORT_DEV") == "1"
if arg then
@@ -18,12 +13,7 @@ function love.conf(t)
_G.POKEPORT_DEV_MODE = developer
if editor then
-- Same identity as the game, deliberately: the editor edits the game's
-- saves and reads the game's ROM cache, both of which live under this
-- folder. A private editor identity would point love.filesystem at an
-- empty directory in a packaged build, so `--editor` could not find
-- data/generated at all (SaveIO.defaultPath already assumed this name).
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d"
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d-editor"
t.window.title = "Pokemon Save Editor"
t.window.width = 1280
t.window.height = 800
@@ -40,16 +30,8 @@ function love.conf(t)
-- starting size, not the game's resolution.
t.window.width = 1024
t.window.height = 768
-- Floor for the resizable desktop window. The launcher's single-column
-- layout is laid out against ~420 logical px of content, and the game
-- canvas letterboxes fine below that, so this only stops a drag that would
-- squeeze the cards past the point where their buttons still read. Kept
-- well under the smallest supported desktop display; mobile ignores it
-- (fullscreen), so the handheld ports are unaffected.
t.window.minwidth = 480
t.window.minheight = 360
end
t.version = love._os == "iOS" and "12.0" or "11.5"
t.version = "11.5"
t.window.vsync = 1
t.modules.joystick = true
t.modules.physics = false
@@ -58,33 +40,15 @@ function love.conf(t)
-- engine before conf runs (LÖVE 11.x / 11.5).
local osName = love._os
local mobile = osName == "Android" or osName == "iOS"
local nx = osName == "NX"
if nx then
-- Switch (love-nx): hint handheld 720p. SDL auto-switches portable↔dock
-- (720p↔1080p) only when the window is resizable and not exclusive
-- fullscreen; NxDisplay.sync also applies the size on boot and dock change.
t.window.width = 1280
t.window.height = 720
t.window.fullscreen = false
t.window.resizable = true
t.window.highdpi = false
elseif mobile then
if mobile then
-- resizable is what unlocks orientation. SDL's Android backend, given no
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
-- freely to portrait or landscape), otherwise locked to the window's w/h
-- aspect. So a non-resizable tall window forced portrait; resizable lets
-- the game follow the device. The renderer letterboxes the 160x144
-- viewport into whatever size results, and the on-screen touch controls
-- re-lay themselves out from the new window size, so both orientations
-- just work. FULL_SENSOR ignores the device's rotation lock, so
-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
-- run: same orientations allowed, but auto-rotate being off now wins.
-- A persisted ORIENTATION lock (#592) overrides all of this after boot:
-- src/core/Orientation.lua sets SDL_HINT_ORIENTATIONS over the FFI and
-- re-triggers the request, from main.lua for the launcher and from
-- Game:applyOptions in game.
-- iOS follows the Info.plist orientations
-- viewport into whatever size results, and touch input is gesture-based,
-- so both orientations just work. iOS follows the Info.plist orientations
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
t.window.resizable = true
-- Starting size is a tall portrait hint; the OS resizes to the real
@@ -100,14 +64,6 @@ function love.conf(t)
-- player to copy their ROM there instead of needing a native file
-- picker (LOVE 11.5 on Android has none -- see src/import/RomImporter.lua).
t.externalstorage = osName == "Android"
-- LOVE 11.x exposes the phone's accelerometer as a 3-axis joystick by
-- default. Gravity keeps one axis pinned near +/-1.0 whenever the phone
-- is held upright, so it streams past-deadzone joystickaxis events that
-- both hid the touch overlay every instant (it reads as "a controller is
-- in use") and, via the generic-joystick axis mapping (#459), walked the
-- player around by tilt. Nothing in the game reads the accelerometer,
-- so drop the device entirely (#468).
t.accelerometerjoystick = false
else
t.window.resizable = true
end
+151 -165
View File
@@ -1683,172 +1683,158 @@ return {
{ 0, 0, 0 },
},
},
-- Species -> palette NAME, taken from pokered-gbc data/pokemon/palettes.asm
-- ELSE branch -- the one that is NOT gated on GEN_2_GRAPHICS.
--
-- That file has two tables. The IF GEN_2_GRAPHICS branch assigns a
-- PER-SPECIES palette (PAL_BULBASAUR, PAL_SQUIRTLE, ...) authored for Gen 2
-- sprite art; the ELSE branch keeps Gen 1's own assignments (GREENMON,
-- CYANMON, ...). This port extracts Gen 1 pics from the ROM, so the Gen 1
-- branch is the matching one. The per-species table was imported here by
-- mistake, which pointed every mon at colours shaded for different art:
-- Bulbasaur wore PAL_BULBASAUR's red-orange over a sprite that has no red
-- on it, and Squirtle wore PAL_SQUIRTLE's shell brown on his head.
--
-- The palette VALUES below are still pokered-gbc's, so ADVANCED keeps its
-- richer colours -- only which palette each species points at changed.
pokemon = {
ABRA = "YELLOWMON",
AERODACTYL = "GRAYMON",
ALAKAZAM = "YELLOWMON",
ARBOK = "PURPLEMON",
ARCANINE = "REDMON",
ARTICUNO = "BLUEMON",
BEEDRILL = "YELLOWMON",
BELLSPROUT = "GREENMON",
BLASTOISE = "CYANMON",
BULBASAUR = "GREENMON",
BUTTERFREE = "CYANMON",
CATERPIE = "GREENMON",
CHANSEY = "PINKMON",
CHARIZARD = "REDMON",
CHARMANDER = "REDMON",
CHARMELEON = "REDMON",
CLEFABLE = "PINKMON",
CLEFAIRY = "PINKMON",
CLOYSTER = "GRAYMON",
CUBONE = "GRAYMON",
DEWGONG = "BLUEMON",
DIGLETT = "BROWNMON",
DITTO = "GRAYMON",
DODRIO = "BROWNMON",
DODUO = "BROWNMON",
DRAGONAIR = "BLUEMON",
DRAGONITE = "BROWNMON",
DRATINI = "GRAYMON",
DROWZEE = "YELLOWMON",
DUGTRIO = "BROWNMON",
EEVEE = "GRAYMON",
EKANS = "PURPLEMON",
ELECTABUZZ = "YELLOWMON",
ELECTRODE = "YELLOWMON",
EXEGGCUTE = "PINKMON",
EXEGGUTOR = "GREENMON",
FARFETCHD = "BROWNMON",
FEAROW = "BROWNMON",
FLAREON = "REDMON",
GASTLY = "PURPLEMON",
GENGAR = "PURPLEMON",
GEODUDE = "GRAYMON",
GLOOM = "REDMON",
GOLBAT = "BLUEMON",
GOLDEEN = "REDMON",
GOLDUCK = "CYANMON",
GOLEM = "GRAYMON",
GRAVELER = "GRAYMON",
GRIMER = "PURPLEMON",
GROWLITHE = "BROWNMON",
GYARADOS = "BLUEMON",
HAUNTER = "PURPLEMON",
HITMONCHAN = "BROWNMON",
HITMONLEE = "BROWNMON",
HORSEA = "CYANMON",
HYPNO = "YELLOWMON",
IVYSAUR = "GREENMON",
JIGGLYPUFF = "PINKMON",
JOLTEON = "YELLOWMON",
JYNX = "MEWMON",
KABUTO = "BROWNMON",
KABUTOPS = "BROWNMON",
KADABRA = "YELLOWMON",
KAKUNA = "YELLOWMON",
KANGASKHAN = "BROWNMON",
KINGLER = "REDMON",
KOFFING = "PURPLEMON",
KRABBY = "REDMON",
LAPRAS = "CYANMON",
LICKITUNG = "PINKMON",
MACHAMP = "GRAYMON",
MACHOKE = "GRAYMON",
MACHOP = "GRAYMON",
MAGIKARP = "REDMON",
MAGMAR = "REDMON",
MAGNEMITE = "GRAYMON",
MAGNETON = "GRAYMON",
MANKEY = "BROWNMON",
MAROWAK = "GRAYMON",
MEOWTH = "YELLOWMON",
METAPOD = "GREENMON",
MEW = "MEWMON",
MEWTWO = "MEWMON",
MOLTRES = "REDMON",
MR_MIME = "PINKMON",
MUK = "PURPLEMON",
NIDOKING = "PURPLEMON",
NIDOQUEEN = "BLUEMON",
NIDORAN_F = "BLUEMON",
NIDORAN_M = "PURPLEMON",
NIDORINA = "BLUEMON",
NIDORINO = "PURPLEMON",
NINETALES = "YELLOWMON",
ODDISH = "GREENMON",
OMANYTE = "BLUEMON",
OMASTAR = "BLUEMON",
ONIX = "GRAYMON",
PARAS = "REDMON",
PARASECT = "REDMON",
PERSIAN = "YELLOWMON",
PIDGEOT = "BROWNMON",
PIDGEOTTO = "BROWNMON",
PIDGEY = "BROWNMON",
PIKACHU = "YELLOWMON",
PINSIR = "BROWNMON",
POLIWAG = "BLUEMON",
POLIWHIRL = "BLUEMON",
POLIWRATH = "BLUEMON",
PONYTA = "REDMON",
PORYGON = "GRAYMON",
PRIMEAPE = "BROWNMON",
PSYDUCK = "YELLOWMON",
RAICHU = "YELLOWMON",
RAPIDASH = "REDMON",
RATICATE = "GRAYMON",
RATTATA = "GRAYMON",
RHYDON = "GRAYMON",
RHYHORN = "GRAYMON",
SANDSHREW = "BROWNMON",
SANDSLASH = "BROWNMON",
SCYTHER = "GREENMON",
SEADRA = "CYANMON",
SEAKING = "REDMON",
SEEL = "BLUEMON",
SHELLDER = "GRAYMON",
SLOWBRO = "PINKMON",
SLOWPOKE = "PINKMON",
SNORLAX = "PINKMON",
SPEAROW = "BROWNMON",
SQUIRTLE = "CYANMON",
STARMIE = "GRAYMON",
STARYU = "REDMON",
TANGELA = "BLUEMON",
TAUROS = "GRAYMON",
TENTACOOL = "CYANMON",
TENTACRUEL = "CYANMON",
VAPOREON = "CYANMON",
VENOMOTH = "PURPLEMON",
VENONAT = "PURPLEMON",
VENUSAUR = "GREENMON",
VICTREEBEL = "GREENMON",
VILEPLUME = "REDMON",
VOLTORB = "YELLOWMON",
VULPIX = "REDMON",
WARTORTLE = "CYANMON",
WEEDLE = "YELLOWMON",
WEEPINBELL = "GREENMON",
WEEZING = "PURPLEMON",
WIGGLYTUFF = "PINKMON",
ZAPDOS = "YELLOWMON",
ZUBAT = "BLUEMON",
ABRA = "ABRA",
AERODACTYL = "AERODACTYL",
ALAKAZAM = "ALAKAZAM",
ARBOK = "ARBOK",
ARCANINE = "ARCANINE",
ARTICUNO = "ARTICUNO",
BEEDRILL = "BEEDRILL",
BELLSPROUT = "BELLSPROUT",
BLASTOISE = "BLASTOISE",
BULBASAUR = "BULBASAUR",
BUTTERFREE = "BUTTERFREE",
CATERPIE = "CATERPIE",
CHANSEY = "CHANSEY",
CHARIZARD = "CHARIZARD",
CHARMANDER = "CHARMANDER",
CHARMELEON = "CHARMELEON",
CLEFABLE = "CLEFABLE",
CLEFAIRY = "CLEFAIRY",
CLOYSTER = "CLOYSTER",
CUBONE = "CUBONE",
DEWGONG = "DEWGONG",
DIGLETT = "DIGLETT",
DITTO = "DITTO",
DODRIO = "DODRIO",
DODUO = "DODUO",
DRAGONAIR = "DRAGONAIR",
DRAGONITE = "DRAGONITE",
DRATINI = "DRATINI",
DROWZEE = "DROWZEE",
DUGTRIO = "DUGTRIO",
EEVEE = "EEVEE",
EKANS = "EKANS",
ELECTABUZZ = "ELECTABUZZ",
ELECTRODE = "ELECTRODE",
EXEGGCUTE = "EXEGGCUTE",
EXEGGUTOR = "EXEGGUTOR",
FARFETCHD = "FARFETCH_D",
FEAROW = "FEAROW",
FLAREON = "FLAREON",
GASTLY = "GASTLY",
GENGAR = "GENGAR",
GEODUDE = "GEODUDE",
GLOOM = "GLOOM",
GOLBAT = "GOLBAT",
GOLDEEN = "GOLDEEN",
GOLDUCK = "GOLDUCK",
GOLEM = "GOLEM",
GRAVELER = "GRAVELER",
GRIMER = "GRIMER",
GROWLITHE = "GROWLITHE",
GYARADOS = "GYARADOS",
HAUNTER = "HAUNTER",
HITMONCHAN = "HITMONCHAN",
HITMONLEE = "HITMONLEE",
HORSEA = "HORSEA",
HYPNO = "HYPNO",
IVYSAUR = "IVYSAUR",
JIGGLYPUFF = "JIGGLYPUFF",
JOLTEON = "JOLTEON",
JYNX = "JYNX",
KABUTO = "KABUTO",
KABUTOPS = "KABUTOPS",
KADABRA = "KADABRA",
KAKUNA = "KAKUNA",
KANGASKHAN = "KANGASKHAN",
KINGLER = "KINGLER",
KOFFING = "KOFFING",
KRABBY = "KRABBY",
LAPRAS = "LAPRAS",
LICKITUNG = "LICKITUNG",
MACHAMP = "MACHAMP",
MACHOKE = "MACHOKE",
MACHOP = "MACHOP",
MAGIKARP = "MAGIKARP",
MAGMAR = "MAGMAR",
MAGNEMITE = "MAGNEMITE",
MAGNETON = "MAGNETON",
MANKEY = "MANKEY",
MAROWAK = "MAROWAK",
MEOWTH = "MEOWTH",
METAPOD = "METAPOD",
MEW = "MEW",
MEWTWO = "MEWTWO",
MOLTRES = "MOLTRES",
MR_MIME = "MR_MIME",
MUK = "MUK",
NIDOKING = "NIDOKING",
NIDOQUEEN = "NIDOQUEEN",
NIDORAN_F = "NIDORAN_F",
NIDORAN_M = "NIDORAN_M",
NIDORINA = "NIDORINA",
NIDORINO = "NIDORINO",
NINETALES = "NINETALES",
ODDISH = "ODDISH",
OMANYTE = "OMANYTE",
OMASTAR = "OMASTAR",
ONIX = "ONIX",
PARAS = "PARAS",
PARASECT = "PARASECT",
PERSIAN = "PERSIAN",
PIDGEOT = "PIDGEOT",
PIDGEOTTO = "PIDGEOTTO",
PIDGEY = "PIDGEY",
PIKACHU = "PIKACHU",
PINSIR = "PINSIR",
POLIWAG = "POLIWAG",
POLIWHIRL = "POLIWHIRL",
POLIWRATH = "POLIWRATH",
PONYTA = "PONYTA",
PORYGON = "PORYGON",
PRIMEAPE = "PRIMEAPE",
PSYDUCK = "PSYDUCK",
RAICHU = "RAICHU",
RAPIDASH = "RAPIDASH",
RATICATE = "RATICATE",
RATTATA = "RATTATA",
RHYDON = "RHYDON",
RHYHORN = "RHYHORN",
SANDSHREW = "SANDSHREW",
SANDSLASH = "SANDSLASH",
SCYTHER = "SCYTHER",
SEADRA = "SEADRA",
SEAKING = "SEAKING",
SEEL = "SEEL",
SHELLDER = "SHELLDER",
SLOWBRO = "SLOWBRO",
SLOWPOKE = "SLOWPOKE",
SNORLAX = "SNORLAX",
SPEAROW = "SPEAROW",
SQUIRTLE = "SQUIRTLE",
STARMIE = "STARMIE",
STARYU = "STARYU",
TANGELA = "TANGELA",
TAUROS = "TAUROS",
TENTACOOL = "TENTACOOL",
TENTACRUEL = "TENTACRUEL",
VAPOREON = "VAPOREON",
VENOMOTH = "VENOMOTH",
VENONAT = "VENONAT",
VENUSAUR = "VENUSAUR",
VICTREEBEL = "VICTREEBEL",
VILEPLUME = "VILEPLUME",
VOLTORB = "VOLTORB",
VULPIX = "VULPIX",
WARTORTLE = "WARTORTLE",
WEEDLE = "WEEDLE",
WEEPINBELL = "WEEPINBELL",
WEEZING = "WEEZING",
WIGGLYTUFF = "WIGGLYTUFF",
ZAPDOS = "ZAPDOS",
ZUBAT = "ZUBAT",
},
source = "pokered-gbc data/super_palettes.asm + data/mon_palettes.asm + color/**",
world = {
-686
View File
@@ -1,686 +0,0 @@
-- Generated by tools/build_data.py. DO NOT EDIT.
-- Pokemon Yellow palettes (COLORS=OG YELLOW): SuperPalettes +
-- CGBBasePalettes (authentic GBC look) as 4 8-bit RGB colors
-- per palette (color 0 first), plus MonsterPalettes.
return {
cgbBase = {
["0F"] = {
{ 255, 255, 255 },
{ 107, 8, 255 },
{ 0, 74, 255 },
{ 8, 8, 8 },
},
BADGE = {
{ 255, 255, 255 },
{ 189, 66, 0 },
{ 140, 115, 90 },
{ 25, 25, 25 },
},
BLACK = {
{ 255, 255, 255 },
{ 25, 25, 25 },
{ 25, 25, 25 },
{ 25, 25, 25 },
},
BLUEMON = {
{ 255, 255, 255 },
{ 132, 148, 255 },
{ 0, 8, 206 },
{ 25, 25, 25 },
},
BROWNMON = {
{ 255, 255, 255 },
{ 239, 148, 82 },
{ 140, 74, 41 },
{ 25, 25, 25 },
},
CAVE = {
{ 255, 255, 255 },
{ 189, 66, 0 },
{ 140, 115, 90 },
{ 25, 25, 25 },
},
CELADON = {
{ 255, 255, 255 },
{ 41, 255, 41 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
CERULEAN = {
{ 255, 255, 255 },
{ 41, 66, 255 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
CINNABAR = {
{ 255, 255, 255 },
{ 255, 66, 66 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
CYANMON = {
{ 255, 255, 255 },
{ 132, 214, 255 },
{ 0, 140, 255 },
{ 25, 25, 25 },
},
FUCHSIA = {
{ 255, 255, 255 },
{ 255, 123, 123 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
GAMEFREAK = {
{ 255, 255, 255 },
{ 255, 156, 0 },
{ 156, 156, 0 },
{ 25, 25, 25 },
},
GRAYMON = {
{ 255, 255, 255 },
{ 165, 189, 82 },
{ 90, 90, 41 },
{ 25, 25, 25 },
},
GREENBAR = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 0, 255, 0 },
{ 25, 25, 25 },
},
GREENMON = {
{ 255, 255, 255 },
{ 140, 255, 90 },
{ 8, 181, 49 },
{ 25, 25, 25 },
},
INDIGO = {
{ 255, 255, 255 },
{ 90, 66, 255 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
LAVENDER = {
{ 255, 255, 255 },
{ 206, 33, 255 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
LOGO1 = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 255, 0, 0 },
{ 255, 0, 0 },
},
LOGO2 = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 58, 58, 206 },
{ 0, 0, 140 },
},
MEWMON = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 255, 8, 8 },
{ 25, 25, 25 },
},
PALLET = {
{ 255, 255, 255 },
{ 189, 140, 255 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
PEWTER = {
{ 255, 255, 255 },
{ 148, 148, 123 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
PIKACHUS_BEACH = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
PIKACHUS_BEACH_TITLE = {
{ 255, 255, 255 },
{ 74, 74, 74 },
{ 255, 173, 0 },
{ 25, 25, 25 },
},
PIKACHU_PORTRAIT = {
{ 255, 255, 255 },
{ 255, 148, 0 },
{ 156, 58, 8 },
{ 25, 25, 25 },
},
PINKMON = {
{ 255, 255, 255 },
{ 255, 123, 148 },
{ 255, 0, 49 },
{ 25, 25, 25 },
},
PURPLEMON = {
{ 255, 255, 255 },
{ 206, 123, 255 },
{ 156, 0, 181 },
{ 25, 25, 25 },
},
REDBAR = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 255, 0, 0 },
{ 25, 25, 25 },
},
REDMON = {
{ 255, 255, 255 },
{ 255, 140, 0 },
{ 255, 0, 0 },
{ 25, 25, 25 },
},
ROUTE = {
{ 255, 255, 255 },
{ 132, 255, 33 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
SAFFRON = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
SLOTS1 = {
{ 255, 255, 255 },
{ 206, 8, 255 },
{ 255, 0, 0 },
{ 25, 25, 25 },
},
SLOTS2 = {
{ 255, 255, 255 },
{ 255, 33, 156 },
{ 255, 255, 0 },
{ 25, 25, 25 },
},
SLOTS3 = {
{ 255, 255, 255 },
{ 66, 255, 0 },
{ 255, 255, 0 },
{ 25, 25, 25 },
},
SLOTS4 = {
{ 255, 255, 255 },
{ 0, 255, 255 },
{ 255, 255, 0 },
{ 25, 25, 25 },
},
TOWNMAP = {
{ 255, 255, 255 },
{ 0, 173, 255 },
{ 82, 230, 0 },
{ 8, 8, 8 },
},
VERMILION = {
{ 255, 255, 255 },
{ 255, 156, 0 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
VIRIDIAN = {
{ 255, 255, 255 },
{ 156, 255, 0 },
{ 90, 189, 255 },
{ 25, 25, 25 },
},
YELLOWBAR = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 255, 148, 0 },
{ 25, 25, 25 },
},
YELLOWMON = {
{ 255, 255, 255 },
{ 255, 255, 0 },
{ 230, 115, 0 },
{ 25, 25, 25 },
},
},
order = {
"ROUTE",
"PALLET",
"VIRIDIAN",
"PEWTER",
"CERULEAN",
"LAVENDER",
"VERMILION",
"CELADON",
"FUCHSIA",
"CINNABAR",
"INDIGO",
"SAFFRON",
"TOWNMAP",
"LOGO1",
"LOGO2",
"0F",
"MEWMON",
"BLUEMON",
"REDMON",
"CYANMON",
"PURPLEMON",
"BROWNMON",
"GREENMON",
"PINKMON",
"YELLOWMON",
"GRAYMON",
"SLOTS1",
"SLOTS2",
"SLOTS3",
"SLOTS4",
"BLACK",
"GREENBAR",
"YELLOWBAR",
"REDBAR",
"BADGE",
"CAVE",
"GAMEFREAK",
"PIKACHUS_BEACH",
"PIKACHU_PORTRAIT",
"PIKACHUS_BEACH_TITLE",
},
palettes = {
["0F"] = {
{ 255, 255, 247 },
{ 197, 165, 247 },
{ 90, 165, 247 },
{ 25, 16, 16 },
},
BADGE = {
{ 255, 255, 247 },
{ 165, 123, 90 },
{ 181, 173, 165 },
{ 49, 49, 49 },
},
BLACK = {
{ 255, 255, 247 },
{ 49, 49, 49 },
{ 49, 49, 49 },
{ 49, 49, 49 },
},
BLUEMON = {
{ 255, 255, 247 },
{ 173, 181, 255 },
{ 74, 82, 165 },
{ 49, 49, 49 },
},
BROWNMON = {
{ 255, 255, 247 },
{ 214, 189, 148 },
{ 148, 115, 82 },
{ 49, 49, 49 },
},
CAVE = {
{ 255, 255, 247 },
{ 165, 123, 90 },
{ 181, 173, 165 },
{ 49, 49, 49 },
},
CELADON = {
{ 255, 255, 247 },
{ 181, 255, 181 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
CERULEAN = {
{ 255, 255, 247 },
{ 181, 189, 255 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
CINNABAR = {
{ 255, 255, 247 },
{ 255, 123, 115 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
CYANMON = {
{ 255, 255, 247 },
{ 214, 230, 255 },
{ 58, 197, 230 },
{ 49, 49, 49 },
},
FUCHSIA = {
{ 255, 255, 247 },
{ 255, 214, 214 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
GAMEFREAK = {
{ 255, 255, 247 },
{ 230, 197, 115 },
{ 165, 165, 90 },
{ 49, 49, 49 },
},
GRAYMON = {
{ 255, 255, 247 },
{ 206, 206, 148 },
{ 132, 132, 115 },
{ 49, 49, 49 },
},
GREENBAR = {
{ 255, 255, 247 },
{ 255, 255, 156 },
{ 0, 173, 0 },
{ 49, 49, 49 },
},
GREENMON = {
{ 255, 255, 247 },
{ 197, 230, 148 },
{ 107, 173, 123 },
{ 49, 49, 49 },
},
INDIGO = {
{ 255, 255, 247 },
{ 140, 140, 206 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
LAVENDER = {
{ 255, 255, 247 },
{ 222, 189, 239 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
LOGO1 = {
{ 255, 255, 247 },
{ 247, 247, 140 },
{ 173, 0, 33 },
{ 173, 0, 33 },
},
LOGO2 = {
{ 255, 255, 247 },
{ 247, 247, 140 },
{ 148, 148, 197 },
{ 58, 58, 132 },
},
MEWMON = {
{ 255, 255, 247 },
{ 255, 247, 181 },
{ 222, 132, 132 },
{ 49, 49, 49 },
},
PALLET = {
{ 255, 255, 247 },
{ 230, 222, 255 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
PEWTER = {
{ 255, 255, 247 },
{ 189, 189, 181 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
PIKACHUS_BEACH = {
{ 255, 255, 247 },
{ 255, 247, 181 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
PIKACHUS_BEACH_TITLE = {
{ 255, 255, 247 },
{ 132, 132, 132 },
{ 255, 206, 74 },
{ 49, 49, 49 },
},
PIKACHU_PORTRAIT = {
{ 255, 255, 247 },
{ 230, 189, 74 },
{ 148, 115, 82 },
{ 49, 49, 49 },
},
PINKMON = {
{ 255, 255, 247 },
{ 255, 197, 214 },
{ 255, 148, 173 },
{ 49, 49, 49 },
},
PURPLEMON = {
{ 255, 255, 247 },
{ 222, 181, 247 },
{ 181, 123, 189 },
{ 49, 49, 49 },
},
REDBAR = {
{ 255, 255, 247 },
{ 255, 255, 156 },
{ 214, 74, 49 },
{ 49, 49, 49 },
},
REDMON = {
{ 255, 255, 247 },
{ 255, 197, 90 },
{ 214, 74, 49 },
{ 49, 49, 49 },
},
ROUTE = {
{ 255, 255, 247 },
{ 189, 214, 156 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
SAFFRON = {
{ 255, 255, 247 },
{ 255, 255, 156 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
SLOTS1 = {
{ 255, 255, 247 },
{ 222, 181, 247 },
{ 214, 74, 49 },
{ 49, 49, 49 },
},
SLOTS2 = {
{ 255, 255, 247 },
{ 255, 189, 214 },
{ 239, 239, 66 },
{ 49, 49, 49 },
},
SLOTS3 = {
{ 255, 255, 247 },
{ 189, 255, 165 },
{ 239, 239, 66 },
{ 49, 49, 49 },
},
SLOTS4 = {
{ 255, 255, 247 },
{ 189, 239, 255 },
{ 239, 239, 66 },
{ 49, 49, 49 },
},
TOWNMAP = {
{ 255, 255, 247 },
{ 165, 214, 255 },
{ 140, 189, 82 },
{ 25, 16, 16 },
},
VERMILION = {
{ 255, 255, 247 },
{ 255, 206, 132 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
VIRIDIAN = {
{ 255, 255, 247 },
{ 214, 255, 173 },
{ 189, 222, 255 },
{ 49, 49, 49 },
},
YELLOWBAR = {
{ 255, 255, 247 },
{ 255, 255, 156 },
{ 230, 189, 74 },
{ 49, 49, 49 },
},
YELLOWMON = {
{ 255, 255, 247 },
{ 255, 255, 156 },
{ 230, 189, 74 },
{ 49, 49, 49 },
},
},
pokemon = {
ABRA = "YELLOWMON",
AERODACTYL = "GRAYMON",
ALAKAZAM = "YELLOWMON",
ARBOK = "PURPLEMON",
ARCANINE = "REDMON",
ARTICUNO = "BLUEMON",
BEEDRILL = "YELLOWMON",
BELLSPROUT = "GREENMON",
BLASTOISE = "CYANMON",
BULBASAUR = "GREENMON",
BUTTERFREE = "CYANMON",
CATERPIE = "GREENMON",
CHANSEY = "PINKMON",
CHARIZARD = "REDMON",
CHARMANDER = "REDMON",
CHARMELEON = "REDMON",
CLEFABLE = "PINKMON",
CLEFAIRY = "PINKMON",
CLOYSTER = "GRAYMON",
CUBONE = "GRAYMON",
DEWGONG = "BLUEMON",
DIGLETT = "BROWNMON",
DITTO = "GRAYMON",
DODRIO = "BROWNMON",
DODUO = "BROWNMON",
DRAGONAIR = "BLUEMON",
DRAGONITE = "BROWNMON",
DRATINI = "GRAYMON",
DROWZEE = "YELLOWMON",
DUGTRIO = "BROWNMON",
EEVEE = "GRAYMON",
EKANS = "PURPLEMON",
ELECTABUZZ = "YELLOWMON",
ELECTRODE = "YELLOWMON",
EXEGGCUTE = "PINKMON",
EXEGGUTOR = "GREENMON",
FARFETCHD = "BROWNMON",
FEAROW = "BROWNMON",
FLAREON = "REDMON",
GASTLY = "PURPLEMON",
GENGAR = "PURPLEMON",
GEODUDE = "GRAYMON",
GLOOM = "REDMON",
GOLBAT = "BLUEMON",
GOLDEEN = "REDMON",
GOLDUCK = "CYANMON",
GOLEM = "GRAYMON",
GRAVELER = "GRAYMON",
GRIMER = "PURPLEMON",
GROWLITHE = "BROWNMON",
GYARADOS = "BLUEMON",
HAUNTER = "PURPLEMON",
HITMONCHAN = "BROWNMON",
HITMONLEE = "BROWNMON",
HORSEA = "CYANMON",
HYPNO = "YELLOWMON",
IVYSAUR = "GREENMON",
JIGGLYPUFF = "PINKMON",
JOLTEON = "YELLOWMON",
JYNX = "MEWMON",
KABUTO = "BROWNMON",
KABUTOPS = "BROWNMON",
KADABRA = "YELLOWMON",
KAKUNA = "YELLOWMON",
KANGASKHAN = "BROWNMON",
KINGLER = "REDMON",
KOFFING = "PURPLEMON",
KRABBY = "REDMON",
LAPRAS = "CYANMON",
LICKITUNG = "PINKMON",
MACHAMP = "GRAYMON",
MACHOKE = "GRAYMON",
MACHOP = "GRAYMON",
MAGIKARP = "REDMON",
MAGMAR = "REDMON",
MAGNEMITE = "GRAYMON",
MAGNETON = "GRAYMON",
MANKEY = "BROWNMON",
MAROWAK = "GRAYMON",
MEOWTH = "YELLOWMON",
METAPOD = "GREENMON",
MEW = "MEWMON",
MEWTWO = "MEWMON",
MOLTRES = "REDMON",
MR_MIME = "PINKMON",
MUK = "PURPLEMON",
NIDOKING = "PURPLEMON",
NIDOQUEEN = "BLUEMON",
NIDORAN_F = "BLUEMON",
NIDORAN_M = "PURPLEMON",
NIDORINA = "BLUEMON",
NIDORINO = "PURPLEMON",
NINETALES = "YELLOWMON",
ODDISH = "GREENMON",
OMANYTE = "BLUEMON",
OMASTAR = "BLUEMON",
ONIX = "GRAYMON",
PARAS = "REDMON",
PARASECT = "REDMON",
PERSIAN = "YELLOWMON",
PIDGEOT = "BROWNMON",
PIDGEOTTO = "BROWNMON",
PIDGEY = "BROWNMON",
PIKACHU = "YELLOWMON",
PINSIR = "BROWNMON",
POLIWAG = "BLUEMON",
POLIWHIRL = "BLUEMON",
POLIWRATH = "BLUEMON",
PONYTA = "REDMON",
PORYGON = "GRAYMON",
PRIMEAPE = "BROWNMON",
PSYDUCK = "YELLOWMON",
RAICHU = "YELLOWMON",
RAPIDASH = "REDMON",
RATICATE = "GRAYMON",
RATTATA = "GRAYMON",
RHYDON = "GRAYMON",
RHYHORN = "GRAYMON",
SANDSHREW = "BROWNMON",
SANDSLASH = "BROWNMON",
SCYTHER = "GREENMON",
SEADRA = "CYANMON",
SEAKING = "REDMON",
SEEL = "BLUEMON",
SHELLDER = "GRAYMON",
SLOWBRO = "PINKMON",
SLOWPOKE = "PINKMON",
SNORLAX = "PINKMON",
SPEAROW = "BROWNMON",
SQUIRTLE = "CYANMON",
STARMIE = "GRAYMON",
STARYU = "REDMON",
TANGELA = "BLUEMON",
TAUROS = "GRAYMON",
TENTACOOL = "CYANMON",
TENTACRUEL = "CYANMON",
VAPOREON = "CYANMON",
VENOMOTH = "PURPLEMON",
VENONAT = "PURPLEMON",
VENUSAUR = "GREENMON",
VICTREEBEL = "GREENMON",
VILEPLUME = "REDMON",
VOLTORB = "YELLOWMON",
VULPIX = "REDMON",
WARTORTLE = "CYANMON",
WEEDLE = "YELLOWMON",
WEEPINBELL = "GREENMON",
WEEZING = "PURPLEMON",
WIGGLYTUFF = "PINKMON",
ZAPDOS = "YELLOWMON",
ZUBAT = "BLUEMON",
},
source = "pokeyellow data/sgb/sgb_palettes.asm + data/pokemon/palettes.asm",
}
+4 -71
View File
@@ -11,70 +11,8 @@
-- equivalent, kept for save compatibility: rows 1-4 also self-heal
-- older saves (flag set before the port hid the ball) by hiding the
-- leftover ball on the next interaction.
--
-- The room's two readables (data/events/hidden_events.asm,
-- hidden_events_for CELADON_MANSION_ROOF_HOUSE):
-- hidden_text_predef 3, 0 / 4, 0 PrintBlackboardLinkCableText, LinkCableHelp
-- hidden_text_predef 3, 4 PrintNotebookText, TMNotebook
-- tools/extract/field.py only parses `hidden_event` rows, so no
-- hidden_text_predef row reaches data/generated/field.lua and both tiles
-- were dead A presses (#391). Same hook shape as the bedroom SNES in
-- data/scripts/flavor/reds_house_2f.lua (#135). hidden_text_predef puts
-- the predef id in the facing byte, so neither tile gates on facing.
local Menu = require("src.ui.Menu")
local TextBox = require("src.render.TextBox")
-- TMNotebookText (data/text/text_2.asm) has no leading underscore, so the
-- extractor never collects it and the pamphlet's text is inlined.
local TM_NOTEBOOK_TEXT = "It's a pamphlet\non TMs.\f...\f"
.. "There are 50 TMs\nin all.\f"
.. "There are also 5\nHMs that can be\vused repeatedly.\f"
.. "SILPH CO."
-- LinkCableHelp (engine/events/hidden_events/school_blackboard.asm):
-- HowToLinkText's four headings in the 15x10 box at the top left; picking
-- a heading prints its LinkCableInfoText and returns to the menu, B or
-- STOP READING closes.
local LINK_HEADINGS = { "HOW TO LINK", "COLOSSEUM", "TRADE CENTER" }
local function linkCableHelp(game)
local text = game.data.text or {}
local items, showMenu, askHeading
function showMenu()
game.stack:push(Menu.new(game, items,
{ tx = 0, ty = 0, tw = 15, th = 10, rowStep = 1 }))
end
function askHeading()
game.stack:push(TextBox.new(game,
text._LinkCableHelpText2 or "Which heading do\nyou want to read?",
showMenu))
end
items = {}
for i, label in ipairs(LINK_HEADINGS) do
items[i] = { label = label, onSelect = function()
game.stack:push(TextBox.new(game,
text["_LinkCableInfoText" .. i] or label, askHeading))
end }
end
items[#items + 1] = { label = "STOP READING" }
game.stack:push(TextBox.new(game,
text._LinkCableHelpText1 or "TRAINER TIPS\fUsing a Game Link\nCable",
askHeading))
end
return {
onInteract = function(game, ow, fx, fy)
if fy == 0 and (fx == 3 or fx == 4) then
linkCableHelp(game)
return true
end
if fx == 3 and fy == 4 then
game.stack:push(TextBox.new(game, TM_NOTEBOOK_TEXT))
return true
end
return false
end,
talk = {
TEXT_CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL = {
{ "check_flag", "EVENT_GOT_EEVEE" }, -- 1
@@ -84,16 +22,11 @@ return {
{ "jump", 13 }, -- 4
{ "give_pokemon", "EEVEE", 25 }, -- 5
{ "jump_if_false", 12 }, -- 6 (party+box full)
-- flag + HideObject before the jingle and GotMonText: the nickname
-- prompt inside give_pokemon and the text row both yield, and a
-- script that dies there would leave the EEVEE taken with the ball
-- still on the table and the gift claimable again (#426). The row
-- count is unchanged, so the numeric jump targets still hold.
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 7
{ "play_sound", "Get_Item1" }, -- 7 (GotMonText jingle)
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 8
{ "set_flag", "EVENT_GOT_EEVEE" }, -- 9
{ "hide_object", "CELADON_MANSION_ROOF_HOUSE",
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 8
{ "text_sound", "Get_Item1" }, -- 9 (GotMonText jingle)
{ "show_text", "_GotMonText", { RAM = "EEVEE" } }, -- 10
"CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL" }, -- 10
{ "jump", 13 }, -- 11
{ "show_text", "_BoxIsFullText" }, -- 12
},
+7 -9
View File
@@ -1,9 +1,10 @@
-- BikeShop (BIKE_SHOP) flavor dialogue
-- Source: pokered/scripts/BikeShop.asm, pokered/text/BikeShop.asm
--
-- TEXT_BIKESHOP_CLERK lives in data/scripts/story2.lua (M.BIKE_SHOP): the
-- voucher exchange and the BICYCLE/CANCEL price window need more than
-- command rows (#568).
-- TEXT_BIKESHOP_CLERK is skipped: it drives the actual voucher-for-bicycle
-- exchange (YesNoChoice purchase menu, GiveItem, RemoveItemByID, SetEvent
-- EVENT_GOT_BICYCLE). That is a significant standalone feature outside the
-- scope of these two flavor NPCs and is left unported here.
return {
BIKE_SHOP = {
@@ -19,15 +20,12 @@ return {
-- CheckEvent EVENT_GOT_BICYCLE ; jr nz, .gotBike
-- before the player owns a bike -> TheseBikesAreExpensiveText
-- after the player owns a bike -> CoolBikeText
-- The check reads the bag, not the event: the port hands out the
-- BICYCLE itself (a key item, so it cannot be tossed), and that also
-- reads right on saves written before the clerk set the event (#567).
TEXT_BIKESHOP_YOUNGSTER = {
{ "face_player" }, -- 1
{ "check_item", "BICYCLE" }, -- 2
{ "jump_if_true", 6 }, -- 3
{ "check_flag", "EVENT_GOT_BICYCLE" }, -- 2
{ "jump_if_true", 5 }, -- 3
{ "show_text", "_BikeShopYoungsterTheseBikesAreExpensiveText" }, -- 4
{ "jump", "end" }, -- 5
{ "jump", 6 }, -- 5
{ "show_text", "_BikeShopYoungsterCoolBikeText" }, -- 6
},
},
+23 -78
View File
@@ -1,88 +1,33 @@
-- Celadon Mansion 3F, the GAME FREAK dev floor
-- (pokered+pokeyellow/scripts/CeladonMansion3F.asm). Every dev's
-- text_asm counts set bits in wPokedexOwned against NUM_POKEMON - 1
-- (150, discounting Mew). The game designer shows the diploma
-- (DisplayDiploma -> src/ui/Diploma.lua) on a completed dex; Yellow's
-- graphic artist then offers the printed copy (PrintDiploma, stood in
-- by src/core/Printer.lua's PNG export like the Pokédex PRNT item).
local function ownedCount(game)
local dex = game.save.pokedex
local owned = 0
if dex and dex.owned then
for _ in pairs(dex.owned) do owned = owned + 1 end
end
return owned
end
-- Celadon Mansion 3F Game Designer (pokered/scripts/CeladonMansion3F.asm
-- CeladonMansion3FGameDesignerText): text_asm counts set bits in
-- wPokedexOwned and compares against NUM_POKEMON - 1 (discounts Mew).
-- If the player owns >= 150 species, shows the "completed" text
-- (originally followed by DisplayDiploma, which has no equivalent UI
-- in this port, so we just show the congratulatory text); otherwise
-- shows the normal encouragement text.
return {
CELADON_MANSION_3F = {
talk = {
TEXT_CELADONMANSION3F_GAME_DESIGNER = function(game, ow, npc, done)
local t = game.data.text
local TextBox = require("src.render.TextBox")
if ownedCount(game) < 150 then
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGameDesignerText
or "Is that right?\nI'm the game\ndesigner!\fFilling up your\nPOKéDEX is tough,\nbut don't quit!",
done))
return
local dex = game.save.pokedex
local owned = 0
if dex and dex.owned then
for _ in pairs(dex.owned) do
owned = owned + 1
end
end
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGameDesignerCompletedDexText
or "Wow! Excellent!\nYou completed\nyour POKéDEX!\nCongratulations!",
function()
local Diploma = require("src.ui.Diploma")
game.stack:push(Diploma.new(game, function()
-- Yellow tags on the unlocked-printing line (CompletedDexText2)
local after = require("src.core.GameVersion").isYellow()
and (t._CeladonMansion3FGameDesignerCompletedDexText2
or "You can print out\nyour diploma with\nthe GAME BOY\nPrinter!")
or nil
if after then
game.stack:push(TextBox.new(game, after, done))
else
done()
end
end))
end))
end,
TEXT_CELADONMANSION3F_GRAPHIC_ARTIST = function(game, ow, npc, done)
local t = game.data.text
local TextBox = require("src.render.TextBox")
local yellow = require("src.core.GameVersion").isYellow()
if not (yellow and ownedCount(game) >= 150) then
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGraphicArtistText
or "I'm the graphic\nartist!\nI drew you!", done))
return
-- NUM_POKEMON - 1 = 150 (discounts Mew, per pokered)
local label, fallback
if owned >= 150 then
label, fallback = "_CeladonMansion3FGameDesignerCompletedDexText",
"Wow! Excellent!\nYou completed\nyour POKeDEX!\nCongratulations!"
else
label, fallback = "_CeladonMansion3FGameDesignerText",
"Is that right?\nI'm the game\ndesigner!\nFilling up your\nPOKeDEX is tough,\nbut don't quit!\nWhen you finish,\ncome tell me!"
end
-- _CeladonMansion3FGraphicArtistText2: offer to print the diploma
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGraphicArtistText2
or "I'm the graphic\nartist!\fShould I print\nyour diploma?",
function()
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGraphicArtistText3
or "Oh. But it's a\nspecial diploma!", done))
return
end
local Printer = require("src.core.Printer")
local Diploma = require("src.ui.Diploma")
local Strings = require("src.core.Strings")
local saved, err = Printer.save("diploma", 160, 144, function()
Diploma.render(game)
end)
-- the PRNT stand-in always reports where the PNG landed
game.stack:push(TextBox.new(game, saved
and Strings("There you go!\fSaved as\n%s\vin the save\nfolder.", saved)
or Strings("Printer error!\n%s", tostring(err)), done))
end))
end))
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, t[label] or fallback, done))
end,
},
},
@@ -35,25 +35,13 @@ local function middleAgedMan(game, ow, npc, done)
-- .loop: print WhichBadgeText, then show the badge list menu again
push(game, t._CeruleanBadgeHouseMiddleAgedManWhichBadgeText, function()
local ListMenu = require("src.ui.ListMenu")
local Strings = require("src.core.Strings")
local items = {}
for _, id in ipairs(BADGE_ORDER) do
local idef = game.data.items[id]
items[#items + 1] = { label = idef and idef.name or id, value = id }
end
-- PrintListMenuEntries prints ListMenuCancelText once it hits the
-- list's $FF terminator (home/list_menu.asm), so every
-- DisplayListMenuID list ends in an on-screen CANCEL row; picking it
-- takes DisplayListMenuIDLoop's ExitListMenu path, the same .done
-- exit as B (#569)
items[#items + 1] = { label = Strings("CANCEL") }
local menu = ListMenu.new(game, "", items, {
onChoose = function(item)
game.stack:pop()
if not item.value then
push(game, t._CeruleanBadgeHouseMiddleAgedManVisitAnyTimeText, done)
return
end
push(game, t[BADGE_TEXT[item.value]], loop)
end,
onCancel = function()
+18 -33
View File
@@ -3,10 +3,6 @@
-- Both NPCs use text_asm with an hRandomAdd roll to pick one of several
-- flavor lines (no flags, no branching outcome) -- ported as a weighted
-- math.random pick each time the NPC is talked to.
--
-- Yellow renames Slowbro -> Electrode in the text labels (see
-- tools/yellow_symbol_aliases.py); look up both so Red/Blue and Yellow
-- share this script.
local M = {}
@@ -16,29 +12,6 @@ local function push(game, ow, npc, done, text)
game.stack:push(TextBox.new(game, text, done))
end
-- CeruleanCitySlowbroText / CeruleanCityElectrodeText
-- cp 180 -> 76/256 chance of 1st; cp 120 -> 60/256 chance of 2nd;
-- cp 60 -> 60/256 chance of 3rd; else 60/256 chance of 4th.
local function talkMon(game, ow, npc, done)
local t = game.data.text
local roll = math.random(0, 255)
local text
if roll >= 180 then
text = t._CeruleanCitySlowbroTookASnoozeText
or t._CeruleanCityElectrodeTookASnoozeText
elseif roll >= 120 then
text = t._CeruleanCitySlowbroIsLoafingAroundText
or t._CeruleanCityElectrodeIsLoafingAroundText
elseif roll >= 60 then
text = t._CeruleanCitySlowbroTurnedAwayText
or t._CeruleanCityElectrodeTurnedAwayText
else
text = t._CeruleanCitySlowbroIgnoredOrdersText
or t._CeruleanCityElectrodeIgnoredOrdersText
end
push(game, ow, npc, done, text)
end
M.CERULEAN_CITY = {
talk = {
-- CeruleanCityCooltrainerF1Text (scripts/CeruleanCity.asm:362-393)
@@ -50,20 +23,32 @@ M.CERULEAN_CITY = {
local text
if roll >= 180 then
text = t._CeruleanCityCooltrainerF1SlowbroUseSonicboomText
or t._CeruleanCityCooltrainerF1ElectrodeUseSonicboomText
elseif roll >= 100 then
text = t._CeruleanCityCooltrainerF1SlowbroPunchText
or t._CeruleanCityCooltrainerF1ElectrodePunchText
else
text = t._CeruleanCityCooltrainerF1SlowbroWithdrawText
or t._CeruleanCityCooltrainerF1ElectrodeWithdrawText
end
push(game, ow, npc, done, text)
end,
TEXT_CERULEANCITY_SLOWBRO = talkMon,
-- Yellow map object uses TEXT_CERULEANCITY_ELECTRODE
TEXT_CERULEANCITY_ELECTRODE = talkMon,
-- CeruleanCitySlowbroText (scripts/CeruleanCity.asm:395-436)
-- cp 180 -> 76/256 chance of 1st; cp 120 -> 60/256 chance of 2nd;
-- cp 60 -> 60/256 chance of 3rd; else 60/256 chance of 4th.
TEXT_CERULEANCITY_SLOWBRO = function(game, ow, npc, done)
local t = game.data.text
local roll = math.random(0, 255)
local text
if roll >= 180 then
text = t._CeruleanCitySlowbroTookASnoozeText
elseif roll >= 120 then
text = t._CeruleanCitySlowbroIsLoafingAroundText
elseif roll >= 60 then
text = t._CeruleanCitySlowbroTurnedAwayText
else
text = t._CeruleanCitySlowbroIgnoredOrdersText
end
push(game, ow, npc, done, text)
end,
},
}
@@ -14,9 +14,9 @@ return {
-- else -> .WhatsLostIsLostText (player has TM_DIG)
TEXT_CERULEANTRASHEDHOUSE_FISHING_GURU = {
{ "check_item", "TM_DIG" },
{ "jump_if_true", 5 },
{ "jump_if_true", 4 },
{ "show_text", "_CeruleanTrashedHouseFishingGuruTheyStoleATMText" },
{ "jump", "end" },
{ "jump", 5 },
{ "show_text", "_CeruleanTrashedHouseFishingGuruWhatsLostIsLostText" },
},
},
-80
View File
@@ -1,80 +0,0 @@
-- Fuchsia City (pokered/scripts/FuchsiaCity.asm)
--
-- The exhibit signs are text_asm bodies: PrintText of a single text_far,
-- then DisplayPokedex for the exhibited species. The preview marks the
-- species seen but not owned, same as the S.S. Anne passenger's Snorlax.
--
-- The fossil sign branches on the Mt. Moon fossil events. The exhibit
-- holds the fossil the player did NOT take: taking the Dome Fossil puts
-- Omanyte on display, taking the Helix Fossil puts Kabuto. With neither
-- event set the sign only prints its undetermined line and no dex entry
-- opens.
--
-- The other text pointers (city sign, Safari Game signs, mart/center/gym
-- and warden signs, the four NPCs, the exhibited-mon FuchsiaCityPokemonText
-- rows) are plain text_far wrappers that resolve through Data:resolveText,
-- so they are not ported here.
return {
FUCHSIA_CITY = {
talk = {
-- FuchsiaCityChanseySignText: PrintText(_FuchsiaCityChanseySignText),
-- then DisplayPokedex CHANSEY.
TEXT_FUCHSIACITY_CHANSEY_SIGN = {
{ "show_text", "_FuchsiaCityChanseySignText" },
{ "mark_seen", "CHANSEY" },
{ "push_screen", "DexEntryMenu", "CHANSEY" },
},
-- FuchsiaCityVoltorbSignText: PrintText(_FuchsiaCityVoltorbSignText),
-- then DisplayPokedex VOLTORB.
TEXT_FUCHSIACITY_VOLTORB_SIGN = {
{ "show_text", "_FuchsiaCityVoltorbSignText" },
{ "mark_seen", "VOLTORB" },
{ "push_screen", "DexEntryMenu", "VOLTORB" },
},
-- FuchsiaCityKangaskhanSignText: PrintText(_FuchsiaCityKangaskhanSignText),
-- then DisplayPokedex KANGASKHAN.
TEXT_FUCHSIACITY_KANGASKHAN_SIGN = {
{ "show_text", "_FuchsiaCityKangaskhanSignText" },
{ "mark_seen", "KANGASKHAN" },
{ "push_screen", "DexEntryMenu", "KANGASKHAN" },
},
-- FuchsiaCitySlowpokeSignText: PrintText(_FuchsiaCitySlowpokeSignText),
-- then DisplayPokedex SLOWPOKE.
TEXT_FUCHSIACITY_SLOWPOKE_SIGN = {
{ "show_text", "_FuchsiaCitySlowpokeSignText" },
{ "mark_seen", "SLOWPOKE" },
{ "push_screen", "DexEntryMenu", "SLOWPOKE" },
},
-- FuchsiaCityLaprasSignText: PrintText(_FuchsiaCityLaprasSignText),
-- then DisplayPokedex LAPRAS.
TEXT_FUCHSIACITY_LAPRAS_SIGN = {
{ "show_text", "_FuchsiaCityLaprasSignText" },
{ "mark_seen", "LAPRAS" },
{ "push_screen", "DexEntryMenu", "LAPRAS" },
},
-- FuchsiaCityFossilSignText: CheckEvent EVENT_GOT_DOME_FOSSIL /
-- CheckEventReuseA EVENT_GOT_HELIX_FOSSIL pick the text and the
-- displayed entry; with neither set only the undetermined line prints.
TEXT_FUCHSIACITY_FOSSIL_SIGN = {
{ "check_flag", "EVENT_GOT_DOME_FOSSIL" }, -- 1
{ "jump_if_true", 7 }, -- 2
{ "check_flag", "EVENT_GOT_HELIX_FOSSIL" }, -- 3
{ "jump_if_true", 11 }, -- 4
{ "show_text", "_FuchsiaCityFossilSignUndeterminedText" }, -- 5
{ "jump", "end" }, -- 6
{ "show_text", "_FuchsiaCityFossilSignOmanyteText" }, -- 7
{ "mark_seen", "OMANYTE" }, -- 8
{ "push_screen", "DexEntryMenu", "OMANYTE" }, -- 9
{ "jump", "end" }, -- 10
{ "show_text", "_FuchsiaCityFossilSignKabutoText" }, -- 11
{ "mark_seen", "KABUTO" }, -- 12
{ "push_screen", "DexEntryMenu", "KABUTO" }, -- 13
},
},
},
}
+5 -47
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, popts)
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done,
popts))
local function push(label, fallback, onDone)
game.stack:push(TextBox.new(game, t[label] or fallback, onDone or done))
end
if game.save.flags[opts.event] then
push(opts.alreadyGotLabel, opts.alreadyGotFallback)
@@ -30,10 +30,9 @@ local function coinGiver(opts)
end
game.save.coins = math.min(9999, (game.save.coins or 0) + opts.amount)
game.save.flags[opts.event] = true
-- the ReceivedNCoinsText strings carry sound_get_item_1
Sound.play(game.data, "Get_Item1")
push(opts.receivedLabel,
("{PLAYER} received\n%d coins!"):format(opts.amount), nil,
TextBox.soundOpts(game, "Get_Item1"))
("{PLAYER} received\n%d coins!"):format(opts.amount))
end)
end
end
@@ -86,47 +85,6 @@ return {
alreadyGotLabel = "_GameCornerGentlemanCloselyWatchTheReelsText",
alreadyGotFallback = "The trick is to\nwatch the reels\vclosely!",
}),
-- Yellow keeps all three giveaways with the same events and amounts
-- but renames the objects and their text labels: FISHING_GURU ->
-- FISHING_GURU1, CLERK2 -> MIDDLE_AGED_MAN2, GENTLEMAN ->
-- FISHING_GURU2 (pokeyellow/scripts/GameCorner.asm). The Red/Blue
-- keys above never match there, so Yellow needs its own three (#552).
TEXT_GAMECORNER_FISHING_GURU1 = coinGiver({
event = "EVENT_GOT_10_COINS",
amount = 10,
askLabel = "_GameCornerFishingGuru1WantToPlayText",
askFallback = "Kid, do you want\nto play?",
receivedLabel = "_GameCornerFishingGuru1Received10CoinsText",
coinCaseFullLabel = "_GameCornerFishingGuru1DontNeedMyCoinsText",
coinCaseFullFallback = "You don't need my\ncoins!",
alreadyGotLabel = "_GameCornerFishingGuru1WinsComeAndGoText",
alreadyGotFallback = "Wins seem to come\nand go.",
}),
TEXT_GAMECORNER_MIDDLE_AGED_MAN2 = coinGiver({
event = "EVENT_GOT_20_COINS_2",
amount = 20,
askLabel = "_GameCornerMiddleAgedMan2WantSomeCoinsText",
askFallback = "What's up? Want\nsome coins?",
receivedLabel = "_GameCornerMiddleAgedMan2Received20CoinsText",
coinCaseFullLabel = "_GameCornerMiddleAgedMan2YouHaveLotsOfCoinsText",
coinCaseFullFallback = "You have lots of\ncoins!",
alreadyGotLabel = "_GameCornerMiddleAgedMan2INeedMoreCoinsText",
alreadyGotFallback = "Darn! I need more\ncoins for the\vPOKéMON I want!",
}),
TEXT_GAMECORNER_FISHING_GURU2 = coinGiver({
event = "EVENT_GOT_20_COINS",
amount = 20,
askLabel = "_GameCornerFishingGuru2ThrowingMeOffText",
askFallback = "Hey, what? You're\nthrowing me off!\vHere are some\vcoins, shoo!",
receivedLabel = "_GameCornerFishingGuru2Received20CoinsText",
coinCaseFullLabel = "_GameCornerFishingGuru2YouGotYourOwnCoinsText",
coinCaseFullFallback = "You've got your\nown coins!",
alreadyGotLabel = "_GameCornerFishingGuru2CloselyWatchTheReelsText",
alreadyGotFallback = "The trick is to\nwatch the reels\vclosely!",
}),
},
},
}
+2 -2
View File
@@ -8,9 +8,9 @@ return {
TEXT_LAVENDERMART_COOLTRAINER_M = {
{ "face_player" },
{ "check_flag", "EVENT_RESCUED_MR_FUJI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_LavenderMartCooltrainerMReviveText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_LavenderMartCooltrainerMNuggetText" },
},
},
+4 -4
View File
@@ -13,9 +13,9 @@ M.MR_FUJIS_HOUSE = {
TEXT_MRFUJISHOUSE_SUPER_NERD = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_RESCUED_MR_FUJI" }, -- 2
{ "jump_if_true", 6 }, -- 3
{ "jump_if_true", 5 }, -- 3
{ "show_text", "_MrFujisHouseSuperNerdMrFujiIsntHereText" }, -- 4
{ "jump", "end" }, -- 5
{ "jump", 6 }, -- 5
{ "show_text", "_MrFujisHouseSuperNerdMrFujiHadBeenPrayingText" }, -- 6
},
@@ -25,9 +25,9 @@ M.MR_FUJIS_HOUSE = {
TEXT_MRFUJISHOUSE_LITTLE_GIRL = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_RESCUED_MR_FUJI" }, -- 2
{ "jump_if_true", 6 }, -- 3
{ "jump_if_true", 5 }, -- 3
{ "show_text", "_MrFujisHouseLittleGirlThisIsMrFujisHouseText" }, -- 4
{ "jump", "end" }, -- 5
{ "jump", 6 }, -- 5
{ "show_text", "_MrFujisHouseLittleGirlPokemonAreNiceToHugText" }, -- 6
},
+4 -5
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, sopts)
game.stack:push(TextBox.new(game, t[label] or label, cb, sopts))
local function say(label, cb)
game.stack:push(TextBox.new(game, t[label] or label, cb))
end
if game.save.flags.EVENT_GOT_OLD_AMBER then
@@ -39,9 +39,8 @@ return {
game.save.flags.EVENT_GOT_OLD_AMBER = true
Commands.hide_object({ save = game.save, overworld = ow, game = game },
"MUSEUM_1F", "MUSEUM1F_OLD_AMBER")
-- .ReceivedOldAmberText carries sound_get_item_1
say("_Museum1FScientist2ReceivedOldAmberText", done,
TextBox.soundOpts(game, "Get_Item1"))
require("src.core.Sound").play(game.data, "Get_Item1")
say("_Museum1FScientist2ReceivedOldAmberText", done)
end)
end,
+7 -33
View File
@@ -1,39 +1,13 @@
-- Hand-ported OAKS_LAB flavor: the simple talk texts (scripts/OaksLab.asm;
-- OAK1, the starter balls and RIVAL live in data/scripts/oaks_lab.lua).
local TextBox = require("src.render.TextBox")
-- Hand-ported flavor text for OaksLab (registry id OAKS_LAB).
-- Source: pokered/scripts/OaksLab.asm. These five text_asm bodies are
-- all simple "PrintText; jp TextScriptEnd" -- no flag branches, no
-- YES/NO menu -- so a one-row talk script showing the real extracted
-- text is a faithful port. (The rest of OaksLab.asm's TEXT_OAKSLAB_*
-- constants -- OAK1, the three starter poke balls, RIVAL -- are already
-- ported with full branching logic in data/scripts/oaks_lab.lua.)
return {
OAKS_LAB = {
-- data/events/hidden_events.asm:147
onInteract = function(game, ow, fx, fy)
local t = game.data.text or {}
-- engine/events/hidden_events/oaks_lab_posters.asm:1
if fy == 0 and fx == 4 then
game.stack:push(TextBox.new(game,
t._PushStartText or "Push START to\nopen the MENU!"))
return true
end
if fy == 0 and fx == 5 then
local owned = 0
for _ in pairs(game.save.pokedex.owned or {}) do owned = owned + 1 end
game.stack:push(TextBox.new(game,
owned >= 2
and (t._StrengthsAndWeaknessesText
or "All POKéMON types\nhave strong and\vweak points\vagainst others.")
or (t._SaveOptionText
or "The SAVE option is\non the MENU\vscreen.")))
return true
end
-- engine/events/hidden_events/oaks_lab_email.asm:1
if fy == 1 and (fx == 0 or fx == 1) then
if ow.player.facing ~= "up" then return false end
game.stack:push(TextBox.new(game,
t._OakLabEmailText or "There's an e-mail\nmessage here!"))
return true
end
return false
end,
talk = {
-- OaksLabGirlText (scripts/OaksLab.asm)
TEXT_OAKSLAB_GIRL = {
+2 -6
View File
@@ -16,13 +16,9 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
end
M.PEWTER_CITY = {
+2 -10
View File
@@ -1,21 +1,13 @@
-- pokered/scripts/PewterNidoranHouse.asm
-- PewterNidoranHouseNidoranText: text_far _PewterNidoranHouseNidoranText, then
-- text_asm plays the NIDORAN_M cry (PlayCry/WaitForSoundToFinish) before ending.
-- play_cry only stashes ctx.pendingCry for the very next show_text row, so it
-- has to sit immediately before that row (src/script/Commands.lua); the cry
-- then sounds once the box has typed out, matching the asm's print-then-cry
-- order. Its waitForButton form keeps DisplayTextID's trailing
-- WaitForTextScrollButtonPress -- PewterNidoranHouse_Script is
-- `jp EnableAutoTextBoxDrawing`, which zeroes
-- wDoNotWaitForButtonPressAfterDisplayingText -- so the box still holds until
-- A/B. The cry row was missing, leaving the NIDORAN silent (#247).
-- No sound-effect command exists in Commands.lua, so we port the dialogue line
-- only; the cry SFX is cosmetic and has no gameplay effect.
return {
PEWTER_NIDORAN_HOUSE = {
talk = {
TEXT_PEWTERNIDORANHOUSE_NIDORAN = {
{ "face_player" },
-- text_asm: ld a, NIDORAN_M / call PlayCry
{ "play_cry", "NIDORAN_M", true },
{ "show_text", "_PewterNidoranHouseNidoranText" },
},
},
+2 -2
View File
@@ -12,9 +12,9 @@ return {
TEXT_ROUTE16GATE1F_GUARD = {
{ "face_player" },
{ "check_item", "BICYCLE" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_Route16Gate1FGuardNoPedestriansAllowedText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_Route16Gate1FGuardCyclingRoadExplanationText" },
},
},
+2 -2
View File
@@ -14,9 +14,9 @@ return {
TEXT_ROUTE18GATE1F_GUARD = {
{ "face_player" },
{ "check_item", "BICYCLE" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_Route18Gate1FGuardYouNeedABicycleText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_Route18Gate1FGuardCyclingRoadUphillText" },
},
},
-22
View File
@@ -28,29 +28,7 @@ local function badgeGuard(badge, passFlag)
}
end
-- Route23SetVictoryRoadBoulders (pokered scripts/Route23.asm:8): every entry
-- to Route 23 resets the Victory Road boulder puzzle behind you. The 2F/3F
-- switch events clear (so those barriers are closed again on the next floor
-- load) and the boulder that fell through 3F's hole goes back upstairs:
-- ShowObject TOGGLE_VICTORY_ROAD_3F_BOULDER / HideObject
-- TOGGLE_VICTORY_ROAD_2F_BOULDER, which are VICTORYROAD3F_BOULDER4 and
-- VICTORYROAD2F_BOULDER3 (data/maps/toggleable_objects.asm). 1F's event is
-- reset by the Indigo Plateau lobby and by Victory Road 2F, not here. This
-- is what makes the puzzle "completely reset" on a return trip (#258).
-- onEnter is the port's BIT_CUR_MAP_LOADED_2 equivalent: setMap runs it on
-- every map entry, connection crossings included, like EnterMap.
M.ROUTE_23 = {
onEnter = function(game, ow)
local f = game.save.flags
f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 = nil
f.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 = nil
f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = nil
f.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = nil
local Commands = require("src.script.Commands")
local ctx = { save = game.save, overworld = ow, game = game }
Commands.show_object(ctx, "VICTORY_ROAD_3F", "VICTORYROAD3F_BOULDER4")
Commands.hide_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
end,
talk = {
-- Route23Guard1Text: EventFlagBit ..., EVENT_PASSED_EARTHBADGE_CHECK
-- -> wWhichBadge = EARTHBADGE
+2 -2
View File
@@ -12,9 +12,9 @@ return {
TEXT_SILPHCO10F_SILPH_WORKER_F = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo10FSilphWorkerFImScaredText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_SilphCo10FSilphWorkerFQuietAboutMyCryingText" },
},
},
+2 -2
View File
@@ -10,9 +10,9 @@ return {
-- not set: _SilphCo3FSilphWorkerMWhatShouldIDoText
TEXT_SILPHCO3F_SILPH_WORKER_M = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 4 },
{ "show_text", "_SilphCo3FSilphWorkerMWhatShouldIDoText" },
{ "jump", "end" },
{ "jump", 5 },
{ "show_text", "_SilphCo3FSilphWorkerMYouSavedUsText" },
},
},
+2 -2
View File
@@ -7,9 +7,9 @@ return {
TEXT_SILPHCO4F_SILPH_WORKER_M = {
{"face_player"},
{"check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI"},
{"jump_if_true", 6},
{"jump_if_true", 5},
{"show_text", "_SilphCo4FSilphWorkerMImHidingText"},
{"jump", "end"},
{"jump", 6},
{"show_text", "_SilphCo4FSilphWorkerMTeamRocketIsGoneText"},
},
},
+2 -2
View File
@@ -7,9 +7,9 @@ return {
TEXT_SILPHCO5F_SILPH_WORKER_M = {
{"face_player"},
{"check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI"},
{"jump_if_true", 6},
{"jump_if_true", 5},
{"show_text", "_SilphCo5FSilphWorkerMThatsYouRightText"},
{"jump", "end"},
{"jump", 6},
{"show_text", "_SilphCo5FSilphWorkerMYoureOurHeroText"},
},
},
+10 -10
View File
@@ -11,9 +11,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_M1 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo6FSilphWorkerM1TookOverTheBuildingText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_SilphCo6FSilphWorkerM1BackToWorkText" },
},
@@ -21,9 +21,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_M2 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo6FSilphWorkerMHelpMePleaseText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_SilphCo6FSilphWorkerMWeGotEngagedText" },
},
@@ -31,9 +31,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_F1 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo6FSilphWorkerF1SuchACowardText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_SilphCo6FSilphWorkerF1HaveToMarryHimText" },
},
@@ -41,9 +41,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_F2 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo6FSilphWorkerF2TeamRocketConquerWorldText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_SilphCo6FSilphWorkerF2TeamRocketRanText" },
},
@@ -51,9 +51,9 @@ return {
TEXT_SILPHCO6F_SILPH_WORKER_M3 = {
{ "face_player" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 6 },
{ "jump_if_true", 5 },
{ "show_text", "_SilphCo6FSilphWorkerM3TargetedSilphText" },
{ "jump", "end" },
{ "jump", 6 },
{ "show_text", "_SilphCo6FSilphWorkerM3WorkForSilphText" },
},
},
+6 -6
View File
@@ -10,9 +10,9 @@ return {
-- set: _SilphCo7FSilphWorkerM2CancelledMasterBallText
TEXT_SILPHCO7F_SILPH_WORKER_M2 = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 4 },
{ "show_text", "_SilphCo7FSilphWorkerM2AfterTheMasterBallText" },
{ "jump", "end" },
{ "jump", 5 },
{ "show_text", "_SilphCo7FSilphWorkerM2CancelledMasterBallText" },
},
@@ -22,9 +22,9 @@ return {
-- set: _SilphCo7FSilphWorkerM3YouChasedOffTeamRocketText
TEXT_SILPHCO7F_SILPH_WORKER_M3 = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 4 },
{ "show_text", "_SilphCo7FSilphWorkerM3ItWouldBeBadText" },
{ "jump", "end" },
{ "jump", 5 },
{ "show_text", "_SilphCo7FSilphWorkerM3YouChasedOffTeamRocketText" },
},
@@ -34,9 +34,9 @@ return {
-- set: _SilphCo7FSilphWorkerM4SafeAtLastText
TEXT_SILPHCO7F_SILPH_WORKER_M4 = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 4 },
{ "show_text", "_SilphCo7FSilphWorkerM4ItsReallyDangerousHereText" },
{ "jump", "end" },
{ "jump", 5 },
{ "show_text", "_SilphCo7FSilphWorkerM4SafeAtLastText" },
},
},
+2 -2
View File
@@ -10,9 +10,9 @@ return {
-- set: _SilphCo8FSilphWorkerMThanksForSavingUsText
TEXT_SILPHCO8F_SILPH_WORKER_M = {
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", 5 },
{ "jump_if_true", 4 },
{ "show_text", "_SilphCo8FSilphWorkerMSilphIsFinishedText" },
{ "jump", "end" },
{ "jump", 5 },
{ "show_text", "_SilphCo8FSilphWorkerMThanksForSavingUsText" },
},
},
+7 -7
View File
@@ -7,19 +7,19 @@
-- CheckFightingMapTrainers/TalkToTrainer via the existing trainer
-- system, and the item pickups carry no talk text of their own here.
--
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 opens SNORLAX's POKéDEX entry after its
-- text box, like DisplayPokedex in the original. The preview marks it seen
-- but does not mark it owned.
-- TEXT_SSANNE2FROOMS_GENTLEMAN3 also opens the POKéDEX entry for
-- SNORLAX after the text box (DisplayPokedex in the original), which
-- has no equivalent talk-script hook in this port (DexEntryMenu has
-- no done-callback the way other pushed UI states do) -- only the
-- flavor line is ported here.
return {
SS_ANNE_2F_ROOMS = {
talk = {
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text),
-- then DisplayPokedex SNORLAX.
-- SSAnne2FRoomsGentleman3Text: PrintText(_SSAnne2FRoomsGentleman3Text)
-- (then DisplayPokedex SNORLAX -- not ported, see note above)
TEXT_SSANNE2FROOMS_GENTLEMAN3 = {
{ "face_player" },
{ "show_text", "_SSAnne2FRoomsGentleman3Text" },
{ "mark_seen", "SNORLAX" },
{ "push_screen", "DexEntryMenu", "SNORLAX" },
},
-- SSAnne2FRoomsGentleman4Text: PrintText(_SSAnne2FRoomsGentleman4Text)
+5 -13
View File
@@ -23,13 +23,9 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
end
M.VIRIDIAN_CITY = {
@@ -63,17 +59,13 @@ M.VIRIDIAN_CITY = {
-- ViridianCityYoungster2CaterpieAndWeedleDescriptionText are
-- defined without a leading underscore in pokered/text/ViridianCity.asm
-- and aren't present in data/generated/text.lua, so we fall back to
-- the literal strings from pokered. Those fallbacks have to carry the
-- extractor's markers, not plain newlines: line -> \n, cont -> \v,
-- para -> \f. Spelling cont/para as \n and \n\n put all six lines on
-- one page with nothing to wait on, so the whole speech scrolled past
-- without a button press (#250).
-- the literal strings from pokered.
TEXT_VIRIDIANCITY_YOUNGSTER2 = function(game, ow, npc, done)
local t = text(game)
ask(game, t._ViridianCityYoungster2YouWantToKnowAboutText
or "You want to know\nabout the 2 kinds\vof caterpillar\vPOKéMON?", function(yes)
or "You want to know\nabout the 2 kinds\nof caterpillar\nPOKéMON?", function(yes)
if yes then
push(game, "CATERPIE has no\npoison, but\vWEEDLE does.\fWatch out for its\nPOISON STING!", done)
push(game, "CATERPIE has no\npoison, but\nWEEDLE does.\n\nWatch out for its\nPOISON STING!", done)
else
push(game, "Oh, OK then!", done)
end
@@ -3,16 +3,12 @@
return {
VIRIDIAN_NICKNAME_HOUSE = {
talk = {
-- ViridianNicknameHouseSpearowText: text_asm that PrintTexts the
-- line, then plays the SPEAROW cry (PlayCry/WaitForSoundToFinish)
-- before TextScriptEnd. play_cry only arms the show_text row that
-- follows it, so the cry sounds once the box has typed out; its
-- waitForButton form keeps DisplayTextID's trailing
-- WaitForTextScrollButtonPress, so the box then holds until A/B like
-- any other NPC line rather than popping itself (#251).
-- ViridianNicknameHouseSpearowText: text_asm that shows the text
-- then plays a SPEAROW cry (PlayCry/WaitForSoundToFinish). The
-- cry playback isn't in the talk-script command vocabulary, so
-- only the flavor line is ported here.
TEXT_VIRIDIANNICKNAMEHOUSE_SPEAROW = {
{ "play_cry", "SPEAROW", true }, -- 1 PlayCry
{ "show_text", "_ViridianNicknameHouseSpearowText" }, -- 2 PrintText
{ "show_text", "_ViridianNicknameHouseSpearowText" },
},
},
},
@@ -1,175 +0,0 @@
-- Viridian School House's two readables (data/events/hidden_events.asm,
-- hidden_events_for VIRIDIAN_SCHOOL_HOUSE):
-- hidden_text_predef 3, 0 PrintBlackboardLinkCableText, ViridianSchoolBlackboard
-- hidden_text_predef 3, 4 PrintNotebookText, ViridianSchoolNotebook
-- tools/extract/field.py only parses `hidden_event` rows, so neither
-- hidden_text_predef row reaches data/generated/field.lua and both tiles
-- were dead A presses (#503). Same hook shape, and the same sibling asm
-- file, as the Celadon roof house in data/scripts/celadon_eevee.lua (#391);
-- hidden_text_predef spends the facing byte on the tx_pre id, so neither
-- tile gates on facing.
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local TextBox = require("src.render.TextBox")
-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
-- StatusAilmentText1/2 are the two columns of the 12x8 box at the top left
-- (hlcoord 0, 0 + `lb bc, 6, 10`); picking a status prints its
-- ViridianBlackboardStatusPointers entry and jumps back to .blackboardLoop,
-- QUIT or B falls through to .exitBlackboard.
local STATUS_LABELS = {
{ " SLP", "_ViridianBlackboardSleepText" },
{ " PSN", "_ViridianBlackboardPoisonText" },
{ " PAR", "_ViridianBlackboardPrlzText" },
{ " BRN", "_ViridianBlackboardBurnText" },
{ " FRZ", "_ViridianBlackboardFrozenText" },
}
-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
local BOARD_LABELS = {}
for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
local BOARD_COL_X = { 1, 6 }
local BOARD_ROW_Y = 2
local BOARD_ROWS = 3
local StatusBoard = {}
StatusBoard.__index = StatusBoard
function StatusBoard.new(game, onPick, onQuit)
return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
onPick = onPick, onQuit = onQuit }, StatusBoard)
end
-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
-- is QUIT
function StatusBoard:selection()
return (self.col - 1) * BOARD_ROWS + self.row
end
function StatusBoard:update()
local input = self.game.input
if input:wasPressed("up") then
-- wMenuWrappingEnabled is never set here, so both ends are hard stops
if self.row > 1 then self.row = self.row - 1 end
elseif input:wasPressed("down") then
if self.row < BOARD_ROWS then self.row = self.row + 1 end
elseif input:wasPressed("left") then
self.col = 1
elseif input:wasPressed("right") then
self.col = 2
elseif input:wasPressed("a") or input:wasPressed("b") then
-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
-- and B and QUIT share .exitBlackboard
require("src.core.Sound").play(self.game.data, "Press_AB")
local sel = self:selection()
if input:wasPressed("b") or sel > #STATUS_LABELS then
self.onQuit()
else
self.onPick(sel)
end
end
end
function StatusBoard:draw()
Font.drawBox(0, 0, 12, 8)
love.graphics.setColor(0, 0, 0, 1)
for i, label in ipairs(BOARD_LABELS) do
local col = i <= BOARD_ROWS and 1 or 2
local row = i - (col - 1) * BOARD_ROWS
Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
end
-- wTopMenuItemX equals the column PlaceString started at, so the cursor
-- covers the blank each label leads with
Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
(BOARD_ROW_Y + self.row - 1) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
local function blackboard(game)
local text = game.data.text or {}
local openBoard
-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
-- and nothing inside the loop clears them again: after a status blurb
-- `jp .blackboardLoop` comes back with the cursor still on the row and
-- column the player just picked. One StatusBoard lives for the whole
-- reading and is re-pushed each pass, so only entering the blackboard
-- resets to the left column / top row (#591).
local board
-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
-- the headings list is. That text ends in `done`, not `prompt`
-- (data/text/text_2.asm:646), so PrintText returns with the box still up
-- and never waits for a button: TextBox opts.stay holds it open under the
-- list and these callbacks pop the pair together (#591).
local function closeBoard()
game.stack:pop() -- the headings list
game.stack:pop() -- the held "Which heading" box under it
end
local function pick(i)
closeBoard()
game.stack:push(TextBox.new(game,
text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
end
function openBoard()
game.stack:push(TextBox.new(game,
text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
nil, { stay = { onShown = function()
board = board or StatusBoard.new(game, pick, closeBoard)
game.stack:push(board)
end } }))
end
game.stack:push(TextBox.new(game,
text._ViridianSchoolBlackboardText1
or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
openBoard))
end
-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
-- pages 1-3 each end in TurnPageSchoolNotebook (TurnPageText + YesNoChoice)
-- and NO stops the read; page 4 turns without asking and runs straight into
-- page 5, the girl catching you at it.
local function notebook(game)
local text = game.data.text or {}
local function page(n, after)
return TextBox.new(game, text["_ViridianSchoolNotebookText" .. n] or "", after)
end
local function turnPage(nextPage)
return function()
game.stack:push(TextBox.new(game, text._TurnPageText or "Turn the page?",
nil, { choice = function(yes)
if yes then game.stack:push(nextPage()) end
end }))
end
end
local function page5() return page(5) end
local function page4() return page(4, function() game.stack:push(page5()) end) end
local function page3() return page(3, turnPage(page4)) end
local function page2() return page(2, turnPage(page3)) end
game.stack:push(page(1, turnPage(page2)))
end
return {
VIRIDIAN_SCHOOL_HOUSE = {
onInteract = function(game, ow, fx, fy)
if fx == 3 and fy == 0 then
blackboard(game)
return true
end
if fx == 3 and fy == 4 then
notebook(game)
return true
end
return false
end,
},
}
-2
View File
@@ -15,7 +15,6 @@ local files = {
"data.scripts.flavor.cerulean_trashed_house",
"data.scripts.flavor.copycats_house_1f",
"data.scripts.flavor.copycats_house_2f",
"data.scripts.flavor.fuchsia_city",
"data.scripts.flavor.game_corner",
"data.scripts.flavor.lavender_cubone_house",
"data.scripts.flavor.lavender_mart",
@@ -61,7 +60,6 @@ local files = {
"data.scripts.flavor.victory_road_2f",
"data.scripts.flavor.viridian_city",
"data.scripts.flavor.viridian_nickname_house",
"data.scripts.flavor.viridian_school_house", -- #503
"data.scripts.flavor.wardens_house",
}
+14 -37
View File
@@ -18,26 +18,6 @@ local M = {
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
}
-- The originals' middle branch shared by every leader's text_asm: beaten
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
-- Returns true when the retry took over the talk. A save from before
-- #797 already holds the TM without the flag; treat the owned TM as
-- received so those saves fall through to the advice text instead of
-- collecting a second copy.
local function retryTmGive(game, ow, victoryKey, done)
local reward = require("data.scripts.victories")[victoryKey]
if not (reward and reward.gotFlag) then return false end
if game.save.flags[reward.gotFlag] then return false end
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
if owned > 0 then
game.save.flags[reward.gotFlag] = true
return false
end
ow:offerGymTm(reward, done)
return true
end
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
-- _PewterGymBrockPreBattleText and engages the leader battle
@@ -45,14 +25,12 @@ end
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
-- at the victory (#797).
-- the GYM in CERULEAN..."). The original's middle branch (beat but
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
-- unreachable in the port: the TM is granted with the victory.
M.PEWTER_GYM.talk = {
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
if game.save.flags.EVENT_BEAT_BROCK then
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._PewterGymBrockPostBattleAdviceText
@@ -70,17 +48,16 @@ M.PEWTER_GYM.talk = {
-- (engageTrainer shows that same pre-battle text via resolveText; the
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
-- -- and once beaten print the post-battle advice text. As with Brock,
-- the middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
-- full at the victory.
-- the originals' middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
-- granted with the victory.
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
-- done) and must call done() itself once whatever it's doing (e.g. a fade
-- around a HideObject) finishes, rather than having it invoked
-- automatically. Only Giovanni's farewell uses this.
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
return function(game, ow, npc, done)
if game.save.flags[beatFlag] then
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
local TextBox = require("src.render.TextBox")
local finish = done
if afterAdvice then
@@ -102,42 +79,42 @@ end
M.CERULEAN_GYM.talk = {
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
"_CeruleanGymMistyTM11ExplanationText",
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
"TM11 teaches\nBUBBLEBEAM!"),
}
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
M.VERMILION_GYM.talk = {
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
"_VermilionGymLTSurgePostBattleAdviceText",
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
"A little word of\nadvice, kid!"),
}
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
M.CELADON_GYM.talk = {
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
"_CeladonGymErikaPostBattleAdviceText",
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
}
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
M.FUCHSIA_GYM.talk = {
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
"_FuchsiaGymKogaPostBattleAdviceText",
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
}
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
M.SAFFRON_GYM.talk = {
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
"_SaffronGymSabrinaPostBattleAdviceText",
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
}
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
M.CINNABAR_GYM.talk = {
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
"_CinnabarGymBlainePostBattleAdviceText",
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
"FIRE BLAST is the\nultimate fire\ntechnique!"),
}
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
@@ -165,7 +142,7 @@ M.VIRIDIAN_GYM.talk = {
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
end
end, done))
end, "OPP_GIOVANNI#3"),
end),
}
return M
+1 -21
View File
@@ -12,18 +12,11 @@
-- different files can each add NPCs to the same map), and mod
-- contributions from the map_scripts registry compose on top of it.
local GameVersion = require("src.core.GameVersion")
local MapScripts = require("src.script.MapScripts")
-- OaksLab is a full Yellow rewrite (one Eevee ball + forced Pikachu);
-- Red/Blue keep the three-starter choose flow.
local oaksLab = GameVersion.isYellow()
and "data.scripts.oaks_lab_yellow"
or "data.scripts.oaks_lab"
for _, mapEntry in ipairs({
{ "PALLET_TOWN", "data.scripts.pallet_town" },
{ "OAKS_LAB", oaksLab },
{ "OAKS_LAB", "data.scripts.oaks_lab" },
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
}) do
@@ -43,19 +36,6 @@ for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
end
end
-- Yellow-only content on top of the shared tables (talk keys merge per
-- TEXT constant): the Kanto-starter gift quests and Jessie & James.
if GameVersion.isYellow() then
for _, file in ipairs({ "data.scripts.yellow_gifts",
"data.scripts.yellow_jessie_james",
"data.scripts.yellow_beach_house",
"data.scripts.yellow_viridian_old_man" }) do
for mapId, mod in pairs(require(file)) do
MapScripts.attachBase(mapId, mod)
end
end
end
local M = {}
function M.get(mapId)
+63 -131
View File
@@ -6,10 +6,7 @@
-- takes it ("I'll take this one, then!") and both balls disappear.
-- Source: scripts/OaksLab.asm OaksLabCharmanderPokeBallText /
-- OaksLabRivalTakePokeBallScript.
-- * Leftover ball (after the pick): Oak turns and reads the last-mon
-- line instead of re-offering the starter (OaksLabLastMonScript, #601).
-- * Rival (object 1): before starter -> "go ahead and choose" once Oak
-- has walked you in, else "gramps isn't around" (#218); with
-- * Rival (object 1): before starter -> "gramps isn't around"; with
-- starter -> taunt + battle OPP_RIVAL1 with the counter-pick party
-- (player Bulbasaur -> rival Charmander etc., parties 1/2/3 =
-- Squirtle/Bulbasaur/Charmander in data/trainers/parties.asm);
@@ -22,10 +19,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
rivalBallX, rivalBall)
return {
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
{ "jump_if_true", 23 }, -- 2
{ "jump_if_true", 20 }, -- 2
-- no picking until Oak has walked you in (OaksLabScript gating)
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
{ "jump_if_false", 26 }, -- 4
{ "jump_if_false", 20 }, -- 4
-- the Pokédex "new species" entry shows before the ask (predef
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
-- sets the owned bits so ShowPokedexData prints height/weight/text;
@@ -33,39 +30,30 @@ local function starterBall(askText, species, choseFlag, ownBall,
{ "push_screen", "DexEntryMenu",
{ species = species, forceOwned = true } }, -- 5
{ "ask", askText }, -- 6
{ "jump_if_false", "end" }, -- 7
-- scripts/OaksLab.asm:919
{ "show_text", "_OaksLabMonEnergeticText" }, -- 8
-- OaksLab.asm: ReceivedMon (sound_get_key_item) then AddPartyMon; the
-- jingle fires once the box has typed and holds it (#668)
{ "text_sound", "Get_Key_Item" }, -- 9
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
{ "give_pokemon", species, 5 }, -- 11
{ "set_flag", "EVENT_GOT_STARTER" }, -- 12
{ "set_flag", choseFlag }, -- 13
-- POKé BALLs come later, at OaksLabOak1Text's .give_poke_balls beat
-- once the Route 22 rival is beaten (see TEXT_OAKSLAB_OAK1 below)
{ "hide_object", "OAKS_LAB", ownBall }, -- 14
{ "jump_if_false", 21 }, -- 7
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
-- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1.
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
{ "give_pokemon", species, 5 }, -- 9
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
{ "set_flag", choseFlag }, -- 11
-- POKé BALLs are not handed out here in the original -- Oak gives
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
-- the rival walks to the countering ball (around the furniture)
{ "move_npc_to", 1, rivalBallX, 4 }, -- 15
{ "face_object", 1, "up" }, -- 16
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 17
{ "hide_object", "OAKS_LAB", rivalBall }, -- 18
{ "text_sound", "Get_Key_Item" }, -- 19 (sound_get_key_item)
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
{ "face_object", 1, "up" }, -- 14
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
{ "show_text", "_OaksLabRivalReceivedMonText",
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
or "BULBASAUR" } }, -- 20
{ "jump", "end" }, -- 21
{ "jump", "end" }, -- 22 (spacer)
-- leftover ball: Oak reads the last-mon line (scripts/OaksLab.asm
-- OaksLabSelectedPokeBallScript -> OaksLabLastMonScript, #601)
{ "face_object", 5, "down" }, -- 23
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 24
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
-- through into the pre-pick line below (#601 remnant, reported on #600)
{ "jump", "end" }, -- 25
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 26
or "BULBASAUR" } }, -- 17
{ "jump", 21 }, -- 18
{ "jump", 21 }, -- 19 (spacer)
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
}
end
@@ -73,22 +61,10 @@ return {
talk = {
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
-- in, full Pokédex speech, rival exit, Route 22 arm).
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
-- (DisplayDexRating) is still skipped.
TEXT_OAKSLAB_OAK1 = {
{ "face_player" },
-- OaksLabOak1Text leads with the dex-rating branch (#600): with
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS set (converted saves), or
-- 2+ species owned once the Pokédex is in hand, Oak asks how it is
-- coming and rates it (predef DisplayDexRating). Red keeps the
-- GOT_POKEDEX gate that Yellow's copy of this text drops
-- (data/scripts/oaks_lab_yellow.lua).
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
{ "jump_if_true", "dex_rating" },
{ "check_dex_owned", 2 },
{ "jump_if_false", "no_rating" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "dex_rating" },
{ "label", "no_rating" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
@@ -100,8 +76,8 @@ 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" },
@@ -122,8 +98,8 @@ 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" },
@@ -174,14 +150,6 @@ return {
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
{ "jump", "end" },
-- .HowIsYourPokedexComingText ends on `prompt` and OaksLabOak1Text
-- sets wDoNotWaitForButtonPressAfterDisplayingText, so the seen/owned
-- tally follows with no button wait (engine/events/pokedex_rating.asm)
{ "label", "dex_rating" },
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
{ "dex_rating" },
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -194,45 +162,36 @@ return {
starterBall("_OaksLabYouWantBulbasaurText", "BULBASAUR", "EVENT_CHOSE_BULBASAUR",
"OAKSLAB_BULBASAUR_POKE_BALL", 6, "OAKSLAB_CHARMANDER_POKE_BALL"),
-- Talking to the rival only ever prints a line: the lab battle is a
-- coordinate trigger (OaksLabRivalChallengesPlayerScript, wYCoord == 6;
-- see onStep below), never a talk action. The handler used to fall
-- through from the "looks stronger" taunt straight into start_battle,
-- so talking to Blue at the table launched the rival fight before the
-- player ever stepped onto the trigger (#219). scripts/OaksLab.asm
-- OaksLabText8 branches text only:
-- * got starter, not yet battled -> _OaksLabRivalMyPokemonLooksStronger
-- * already battled -> _OaksLabRivalFedUpWithWaitingText (a Route 22
-- line; normally unreachable since the rival is hidden after the
-- lab battle in OaksLabRivalEndBattleScript)
-- * no starter yet -> the FOLLOWED_OAK pre-starter fork (#218)
TEXT_OAKSLAB_RIVAL = {
{ "face_player" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_false", "pre_starter" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_true", "after_battle" },
-- has a starter, has not fought yet: just the taunt. The battle is
-- the coordinate trigger in onStep, not this talk (#219)
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
{ "jump", "end" },
{ "label", "after_battle" },
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" },
{ "jump", "end" },
-- pre-starter fork (scripts/OaksLab.asm OaksLabText8 rival handler):
-- Oak has already escorted you in (three balls on the table) -> he
-- waves you on to choose; not yet escorted (very early game) -> the
-- "Gramps isn't around" line. #218
{ "label", "pre_starter" },
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" },
{ "jump_if_false", "gramps_gone" },
{ "show_text", "_OaksLabRivalGoAheadAndChooseText" },
{ "jump", "end" },
{ "label", "gramps_gone" },
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
{ "jump_if_false", 21 }, -- 3
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 4
{ "jump_if_true", 19 }, -- 5
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" }, -- 6
{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
{ "jump_if_false", 11 }, -- 8
{ "start_battle", "trainer", "OPP_RIVAL1", 3 }, -- 9 Charmander
{ "jump", 16 }, -- 10
{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
{ "jump_if_false", 15 }, -- 12
{ "start_battle", "trainer", "OPP_RIVAL1", 2 }, -- 13 Bulbasaur
{ "jump", 16 }, -- 14
{ "start_battle", "trainer", "OPP_RIVAL1", 1 }, -- 15 Squirtle
-- OaksLabRivalEndBattleScript: HealParty + flag, then exit either way
{ "heal_party" }, -- 16
{ "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" }, -- 17
{ "jump", 23 }, -- 18
{ "show_text", "_OaksLabRivalFedUpWithWaitingText" }, -- 19
{ "jump", "end" }, -- 20
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" }, -- 21
{ "jump", "end" }, -- 22
-- win: sulk text then exit; loss: Rival1WinText already played in
-- battle (HandlePlayerBlackOut), so skip straight to the walk-out
{ "jump_if_false", 25 }, -- 23
{ "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" }, -- 24
{ "move_npc_to", 1, 4, 11 }, -- 25
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" }, -- 26
},
},
@@ -240,17 +199,9 @@ return {
-- the table sprites; re-entering the lab applies the same HideObject
-- the gift script now does (OaksLab.asm OakGivesPokedex).
onEnter = function(game, ow)
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
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
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")
@@ -262,16 +213,9 @@ return {
-- OaksLabScript8 / OaksLabRivalChallenge)
onStep = function(game, ow, x, y)
local flags = game.save.flags
-- Oak stops you leaving without a starter at the bookshelf row (cell
-- y == 6): this is the same wYCoord == 6 coordinate script the rival
-- challenge just below uses (scripts/OaksLab.asm, both gated on
-- EVENT_GOT_STARTER), so Oak halts you level with the shelves, not one
-- corridor length later on the exit mat. At y>=6 only the x=4,5
-- corridor is walkable and the up-push keeps the player above y=7, so
-- this only ever fires at y=6 in the corridor -- matching the rival
-- trigger's shape. (#232)
-- Oak blocks the exit mats (4,11)/(5,11) until you take a starter
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
and y >= 6 then
and y == 11 and (x == 4 or x == 5) then
ow.runner:run({
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
{ "move_player", "up", 1 },
@@ -284,13 +228,7 @@ return {
and y >= 6 then
local rival = ow:npcByIndex(1)
if not rival then return false end
-- OaksLabRivalChallengesPlayerScript swaps in the rival encounter
-- 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
}
-- the rival routes to a free cell beside the player
@@ -312,22 +250,16 @@ 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" })
-- win: sulk text then exit; loss jumps to the walk-out (taunt was
-- already shown in-battle via Rival1WinText)
table.insert(rows, { "jump_if_false", base + 6 })
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", { start = "rival" } })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
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" })
ow.runner:run(rows, { npc = rival })
return true
end
-321
View File
@@ -1,321 +0,0 @@
-- Hand-ported from pret/pokeyellow scripts/OaksLab.asm.
-- Yellow: one Eevee ball on the table. Rival snatches it; Oak then
-- gives the player the wild Pikachu he caught earlier (STARTER_PIKACHU).
-- Object indices differ from Red (no Charmander/Squirtle/Bulbasaur balls):
-- 1 RIVAL (4,3), 2 EEVEE_POKE_BALL (7,3), 3 OAK1 (5,2),
-- 4-5 POKEDEX (2,1)/(3,1), 6 OAK2 (door), 7 GIRL, 8-9 SCIENTIST.
--
-- wRivalStarter rides in save.rivalStarter (RIVAL_STARTER_* 1 JOLTEON /
-- 2 FLAREON / 3 VAPOREON): JOLTEON baseline at the snatch
-- (OaksLabRivalTakesPokeballScript), FLAREON on a lab win / VAPOREON on
-- a lab loss (OaksLabRivalEndBattleScript), and Route 22's first battle
-- upgrades FLAREON back to JOLTEON (Route22Rival1AfterBattleScript).
local OAK1 = 3
local RIVAL = 1
return {
talk = {
TEXT_OAKSLAB_OAK1 = {
{ "face_player" },
-- Yellow's OaksLabOak1Text leads with the dex-rating branch: once
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS is set (converted saves) or
-- 2+ species are owned, Oak asks how the Pokédex is coming and
-- rates it (predef DisplayDexRating)
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
{ "jump_if_true", "dex_rating" },
{ "check_dex_owned", 2 },
{ "jump_if_true", "dex_rating" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
{ "jump_if_true", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "around_world" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_false", "pre_lab_battle" },
{ "check_item", "OAKS_PARCEL" },
{ "jump_if_false", "raise_young" },
-- .DeliverParcelText: parcel handover, then the Pokédex scene
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalGrampsText" },
-- callfar OaksLabPikachuMovementScript, before ShowObject (#1021)
{ "pikachu_make_way" },
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "place_npc", RIVAL, 4, 7, "up" },
{ "move_npc_to", RIVAL, 4, 3 },
{ "play_music", "Music_OaksLab" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
-- Yellow opens with the rival bragging, not Red's "what did you
-- call me for" (OaksLabOakGivesPokedexScript text order)
{ "show_text", "_OaksLabRivalMyPokemonHasGrownStrongerText" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakIHaveARequestText" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "text_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
{ "face_object", RIVAL, "right" },
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
-- OaksLabOakGivesPokedexScript: HideObject TOGGLE_LYING_OLD_MAN /
-- ShowObject TOGGLE_OLD_MAN_2 -- Yellow's tutorial old man stands
-- on the sleeper's cell (18,9); the Red/Blue walker OLD_MAN at
-- (17,5) never appears in Yellow (#617)
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN2" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", RIVAL, 4, 7 },
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "play_music", "Music_OaksLab" },
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
{ "jump", "end" },
{ "label", "raise_young" },
-- Yellow: talk-to-it (starter Pikachu) instead of Red raise-young line.
{ "show_text", "_OaksLabOak1YouShouldTalkToIt" },
{ "jump", "end" },
{ "label", "pre_lab_battle" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_true", "can_fight" },
{ "show_text", "_OaksLabOak1GoAheadItsYours" },
{ "jump", "end" },
{ "label", "can_fight" },
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
{ "jump", "end" },
{ "label", "around_world" },
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
{ "jump", "end" },
{ "label", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "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" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
{ "jump", "end" },
{ "label", "dex_rating" },
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
{ "dex_rating" },
},
-- OaksLabEeveePokeBallText / OaksLabRivalExclamationScript ->
-- OaksLabChoseStarterScript..OaksLabPlayerReceivesPikachuScript:
-- before Oak's choose speech the ball is just flavor; after it, the
-- rival "!"s, shoves the player off the table, snatches the ball,
-- then the player is walked over to Oak and handed Pikachu.
TEXT_OAKSLAB_EEVEE_POKE_BALL = function(game, ow, npc, done)
local flags = game.save.flags
if flags.EVENT_GOT_STARTER then
done()
return
end
if not flags.EVENT_OAK_ASKED_TO_CHOOSE_MON then
ow.runner:run({
{ "show_text", "_OaksLabThatsAPokeball" },
}, { onDone = done })
return
end
local px, py = ow.player.cellX, ow.player.cellY
local rows = {
-- OaksLabRivalExclamationScript: "!" over the rival
{ "emote", RIVAL, "shock" },
}
-- .RivalPushesPlayerAwayFromEeveeBall is DOWN then RIGHT x3 (the $07
-- bytes are Yellow's own step-right encoding, decoded by
-- engine/overworld/movement.asm Func_5288 -> Func_532b), and the
-- PAD_RIGHT x2 shove is NOT queued alongside it:
-- OaksLabRivalTakesPokeballScript .asm_1c564 polls every frame and
-- only simulates the pair once wNPCNumScriptedSteps reads 1 -- i.e.
-- as the rival begins the LAST byte, the step onto the tile the
-- player is standing on. Starting both on one row had Red stroll
-- off the Eevee while the rival was still at the top of the table
-- (#559).
if py == 4 then
rows[#rows + 1] = { "walk_npc", RIVAL, { "down", "right", "right" } }
-- this one runs concurrently with the shove below
rows[#rows + 1] = { "walk_npc", RIVAL, { "right" }, { wait = false } }
rows[#rows + 1] = { "face_player_dir", "left" }
rows[#rows + 1] = { "move_player", "right", 2 }
-- move_player blocks for both tiles, so the rival has already
-- landed on (7,4); this is just the beat before he turns up
rows[#rows + 1] = { "wait", 20 }
else
rows[#rows + 1] = { "move_npc_to", RIVAL, 7, 4 }
end
rows[#rows + 1] = { "face_object", RIVAL, "up" }
rows[#rows + 1] = { "hide_object", "OAKS_LAB", "OAKSLAB_EEVEE_POKE_BALL" }
-- 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] = { "text_sound", "Get_Key_Item" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText5" }
-- OaksLabRLE_PlayerWalksToOak: the simulated-joypad buffer plays
-- its RLE list BACKWARDS (StartSimulatingJoypadStates consumes
-- from wSimulatedJoypadStatesEnd), so the real order is LEFT 1,
-- DOWN 1, LEFT 3, UP 2 -- from the shove spot (9,4) the player
-- rounds the BOTTOM of the table to (5,3), directly below Oak
if py == 4 then
rows[#rows + 1] = { "walk_npc", "player",
{ "left", "down", "left", "left", "left", "up", "up" } }
else
rows[#rows + 1] = { "walk_npc", "player", { "left" } }
end
rows[#rows + 1] = { "face_player_dir", "up" }
rows[#rows + 1] = { "face_object", OAK1, "down" }
-- OaksLabPlayerReceivedMonText clears wMonDataLocation, so AskName runs (#1013)
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
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)
rows[#rows + 1] = { "set_field", "pikachuInBall", true }
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
TEXT_OAKSLAB_RIVAL = {
{ "face_player" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_false", "pre_starter" },
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
{ "jump", "end" },
{ "label", "pre_starter" },
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB_2" },
{ "jump_if_false", "gramps_gone" },
{ "show_text", "_OaksLabRivalIllGetABetterPokemonThanYou" },
{ "jump", "end" },
{ "label", "gramps_gone" },
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
},
},
onEnter = function(game, ow)
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")
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
end,
onStep = function(game, ow, x, y)
local flags = game.save.flags
-- OaksLabPlayerDontGoAwayScript: y==6 without the starter walks the
-- player back up a tile
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
and y >= 6 then
ow.runner:run({
{ "face_object", OAK1, "down" },
{ "face_object", RIVAL, "down" },
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
{ "move_player", "up", 1 },
}, {})
return true
end
-- OaksLabRivalChallengesPlayerScript..OaksLabPikachuDislikesPokeballsScript:
-- heading for the door with Pikachu starts the rival battle, his
-- exit walk, then Pikachu pops out of its ball.
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB
and y >= 6 then
local rival = ow:npcByIndex(RIVAL)
if not rival then return false end
local rows = {
{ "face_player_dir", "up" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalIllTakeYouOnText" },
}
-- FindPathToPlayer with the Y distance decremented: the rival
-- stops one tile above the player
local target
for _, c in ipairs({ { x, y - 1 }, { x - 1, y }, { x + 1, y },
{ x, y + 1 } }) do
if ow.map:inBounds(c[1], c[2]) and ow.map:isWalkableCell(c[1], c[2]) then
target = c
break
end
end
if target then
table.insert(rows, { "move_npc_to", RIVAL, target[1], target[2] })
end
table.insert(rows, { "face_object", RIVAL,
target and target[2] < y and "down"
or target and target[2] > y and "up"
or target and target[1] < x and "right" or "left" })
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", 1 })
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- OaksLabRivalEndBattleScript: his Eevee's future evolution is
-- decided here -- FLAREON if the player won, VAPOREON otherwise
table.insert(rows, { "check_battle_result", "win" })
table.insert(rows, { "jump_if_false", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 2 })
table.insert(rows, { "jump", "exit" })
table.insert(rows, { "label", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 3 })
table.insert(rows, { "label", "exit" })
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player (#683).
table.insert(rows, { "wait", 20 })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "stop_music" })
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" })
ow.runner:run(rows, { npc = rival })
return true
end
return false
end,
}
+34 -122
View File
@@ -4,11 +4,9 @@
-- (.PlayerNextToSafariZoneWorker1CoordsArray). Paying ¥500 hands over
-- 30 SAFARI BALLs and starts the 502-step game
-- (SafariZoneGateWouldYouLikeToJoinScript: wSafariSteps = 502,
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED), then auto-walks the player
-- up through the north warp into the zone. Declining walks you back
-- so you can't slip past. Returning to the gate ends the game, the
-- worker takes the leftover balls back and the auto-walk drops you 3
-- cells below the warp you came in by (#540).
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED). Declining walks you back
-- so you can't slip past. Returning to the gate ends the game and the
-- worker takes the leftover balls back.
--
-- Step/ball bookkeeping lives in src/world/OverworldController.lua
-- (safariStep/safariGameOver, from
@@ -21,87 +19,17 @@ local FEE = 500
local BALLS = 30
local STEPS = 502
-- SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText .success closes with
-- `ld a, PAD_UP / ld c, 3 / SafariZoneEntranceAutoWalk`: paying walks the
-- player up out of the gate and through the north warp, it is never left to
-- the player. EVENT_IN_SAFARI_ZONE is already set when that walk runs, so
-- the two gate steps taken before the warp fires are charged against
-- wSafariSteps (home/overworld.asm:307-310) -- which is why the counter
-- reads 500/500 on arrival even though the script wrote 502 (#540). The
-- port's counter only runs on the nine interior maps (FieldDefaults
-- safari.stepMaps, OverworldState:inSafariStepZone), so charge those two
-- steps here instead.
local function walkIntoZone(game, ow)
local p = ow.player
-- only from the two trigger cells in front of the worker, which are the
-- columns the north warps sit on; a player who paid after TALKING to him
-- from somewhere else walks in on their own, as they do today
local w = p.cellY == 2 and ow.map:warpAtCell(p.cellX, 0) or nil
if not w then return end
ow:scriptMove(p, "up", 2, function()
local st = game.save.safari
if st then st.steps = st.steps - 2 end
-- scripted steps skip onStepComplete (and with it CheckWarpsNoCollision),
-- so take that warp explicitly once the walk lands on it
ow:takeWarp(w.def)
end)
end
local function startGame(game, ow, t, done, balls, introText)
game.save.safari = { balls = balls or BALLS, steps = STEPS }
game.save.safariNags = nil
local function startGame(game, t, done)
game.save.money = game.save.money - FEE
game.save.safari = { balls = BALLS, steps = STEPS }
local TextBox = require("src.render.TextBox")
local paid = introText
or (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
:gsub("{NUM:[^}]*}", "500")
paid = paid:gsub("{PLAYER}", game.save.player.name)
local paid = (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
:gsub("{PLAYER}", game.save.player.name)
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, function()
if done then done() end
walkIntoZone(game, ow)
end))
end
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
-- the full fee still gets in.
-- 0 < money < 500: SafariZoneEntranceCalculateLowCostAdmission takes
-- everything and hands over min(money/23 + 1, 29) balls.
-- money == 0: SafariZoneEntranceGetLowCostAdmissionText nags four times
-- (LowCostText5/6/7/8), then relents -- free entry, one ball.
local function yellowLowCost(game, ow, t, done, back)
local TextBox = require("src.render.TextBox")
if game.save.money > 0 then
local balls = math.min(math.floor(game.save.money / 23) + 1, 29)
game.save.money = 0
local intro =
(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
or "Oops! Not enough\nmoney!")
.. (t._SafariZoneLowCostText1
or "\fOh, all right, pay\nme what you have.")
.. "\f" .. (t._SafariZoneLowCostText2
or "But, I can't give\nyou all 30 BALLs.")
startGame(game, ow, t, done, balls, intro)
return
end
local nag = game.save.safariNags or 0
game.save.safariNags = nag + 1
if nag >= 3 then
local intro =
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
.. (t._SafariZoneLowCostText3
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
startGame(game, ow, t, done, 1, intro)
return
end
local nags = {
t._SafariZoneLowCostText5 or "I'm sorry, but you\nhave to pay to\nenter.",
t._SafariZoneLowCostText6 or "You can't enter\nwithout paying!",
t._SafariZoneLowCostText7 or "I said, no money,\nno entry!",
}
back(nags[nag + 1])
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
end
local function joinPrompt(game, ow, done)
@@ -123,15 +51,10 @@ local function joinPrompt(game, ow, done)
back(t._SafariZoneGateSafariZoneWorker1PleaseComeAgainText
or "OK! Please come\nagain!")
elseif game.save.money < FEE then
if require("src.core.GameVersion").isYellow() then
yellowLowCost(game, ow, t, done, back)
else
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
or "Oops! Not enough\nmoney!")
end
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
or "Oops! Not enough\nmoney!")
else
game.save.money = game.save.money - FEE
startGame(game, ow, t, done)
startGame(game, t, done)
end
end))
end))
@@ -166,38 +89,27 @@ M.SAFARI_ZONE_GATE = {
-- no walks you back into the zone
onEnter = function(game, ow)
if not game.save.safari or ow.player.cellY > 1 then return end
-- QUEUED, never pushed: onEnter runs inside the arriving warp's
-- Transition midpoint, and Transition:finish pops whatever is on top
-- the same frame (Timing.WARP_FADE_IN is 0) -- so a box pushed here is
-- swallowed, and on a build where it survived it drew over a screen
-- still faded to black (#540). Same contract as M.HALL_OF_FAME in
-- data/scripts/story.lua.
--
-- SafariZoneGateLeavingSafariScript .leaving_early: YES prints the
-- return-balls text, faces the player down and runs
-- SafariZoneEntranceAutoWalk with `PAD_DOWN, c = 3`, landing on the
-- counter row 3 cells below the warp you came in by; NO prints
-- "Good Luck!" and walks one step back up through that same warp.
local rightSide = ow.player.cellX ~= 3
local dest = game.data.maps.SAFARI_ZONE_CENTER.warps[rightSide and 2 or 1]
ow:queueScript({
{ "ask", "_SafariZoneGateSafariZoneWorker1LeavingEarlyText" },
{ "jump_if_false", "stay" },
-- the port never reaches SafariZoneGateLeavingSafariScript's own
-- GOOD_HAUL_COME_AGAIN branch (safariGameOver warps straight to the
-- counter), so the sign-off rides on this path
{ "show_text", "_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText" },
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText" },
-- no value: set_field assigns nil, which is how save.safari is cleared
{ "set_field", "safari" },
-- move_player runs through scriptMove, which skips onStepComplete, so
-- walking back down past (x,2) cannot re-fire the join trigger
{ "move_player", "down", 3 },
{ "jump", "end" },
{ "label", "stay" },
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodLuckText" },
{ "warp", "SAFARI_ZONE_CENTER", dest.x, dest.y, "up" },
})
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
t._SafariZoneGateSafariZoneWorker1LeavingEarlyText or "Leaving early?",
function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
-- back into the zone through the entrance warp
local w = game.data.maps.SAFARI_ZONE_CENTER.warps[1]
ow:startWarpTo("SAFARI_ZONE_CENTER", w.x, w.y, "up")
return
end
game.save.safari = nil
game.stack:push(TextBox.new(game,
(t._SafariZoneGateSafariZoneWorker1ReturnSafariBallsText
or "Please return any\nSAFARI BALLs you\nhave left.")
.. "\f" .. (t._SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText
or "Did you get a\ngood haul?\fCome again!")))
end))
end))
end,
}
+1 -43
View File
@@ -11,7 +11,7 @@
-- field.seafoam (SEAFOAM_ISLANDS_1F/B1F/B3F holes+holeDestination and
-- B3F's pluggedByHolesOn) plus the generic
-- OverworldState:boulderIntoHole in src/world/OverworldController.lua;
-- no per-map onEnter hook is needed for the boulders.
-- no per-map onEnter hook is needed here.
local M = {}
@@ -23,46 +23,4 @@ M.VERMILION_GYM = {
end,
}
-- The PLAYER falling down those same holes (#599). field.seafoam's holes
-- carry only the BOULDER's object cell on the floor below (landsAt), not
-- the player's landing, so the player's landing is spelled out here: it
-- comes from data/maps/special_warps.asm DungeonWarpList/DungeonWarpData,
-- which the importer does not extract. Same shape as MANSION_HOLES in
-- data/scripts/story6.lua and VICTORY_ROAD_3F.onStep in
-- data/scripts/story.lua; CAVERN $22 is a walkable tile, so the fall has
-- to be an onStep, not a collision block.
--
-- Sources: scripts/SeafoamIslands1F.asm Seafoam1HolesCoords (17,6)/(24,6),
-- B1F.asm Seafoam2HolesCoords (18,6)/(23,6), B2F.asm Seafoam3HolesCoords
-- (19,6)/(22,6), B3F.asm Seafoam4HolesCoords (3,16)/(6,16). Each floor
-- sets wDungeonWarpDestinationMap and calls IsPlayerOnDungeonWarp, and
-- wCoordIndex picks that floor's DungeonWarpData row. Unconditional in
-- the original: a plugged hole still drops the player. The B3F and B4F
-- landings are water; setMap's CheckForceBikeOrSurf pass
-- (OverworldState:checkForcedMovement) mounts SURF on arrival.
local HOLE_FALLS = {
SEAFOAM_ISLANDS_1F = { { 17, 6, "SEAFOAM_ISLANDS_B1F", 18, 7 },
{ 24, 6, "SEAFOAM_ISLANDS_B1F", 23, 7 } },
SEAFOAM_ISLANDS_B1F = { { 18, 6, "SEAFOAM_ISLANDS_B2F", 19, 7 },
{ 23, 6, "SEAFOAM_ISLANDS_B2F", 22, 7 } },
SEAFOAM_ISLANDS_B2F = { { 19, 6, "SEAFOAM_ISLANDS_B3F", 18, 7 },
{ 22, 6, "SEAFOAM_ISLANDS_B3F", 19, 7 } },
SEAFOAM_ISLANDS_B3F = { { 3, 16, "SEAFOAM_ISLANDS_B4F", 4, 14 },
{ 6, 16, "SEAFOAM_ISLANDS_B4F", 5, 14 } },
}
for mapId, holes in pairs(HOLE_FALLS) do
M[mapId] = M[mapId] or {}
M[mapId].onStep = function(game, ow, x, y)
for _, h in ipairs(holes) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
end
return false
end
end
return M
+84 -403
View File
@@ -16,14 +16,6 @@ M.VIRIDIAN_MART = {
-- StartSimulatingJoypadStates walks the player to the counter
-- (.PlayerMovement: PAD_LEFT 1, PAD_UP 2, door (3,7) -> counter (2,5))
-- and ViridianMartOaksParcelScript hands the parcel over. The player
-- never presses A.
--
-- The RLE list is consumed back to front: DecodeRLEList fills forward
-- from wSimulatedJoypadStatesEnd, the script seeds wSimulatedJoypadStates-
-- Index with the count, and home/overworld.asm decrements that index
-- before each read. So PAD_LEFT 1, PAD_UP 2 actually plays up, up, left,
-- and the walk ends facing the clerk. Replaying the list front to back
-- put the player at the counter facing up instead (#235). The player
-- never presses A. This matters beyond convenience: the parcel gates
-- Oak's Pokedex and the old man clearing Route 2, so vanilla guarantees
-- it on entry rather than letting you walk out without it.
@@ -36,8 +28,8 @@ M.VIRIDIAN_MART = {
if not f.EVENT_GOT_STARTER then return end
ow:queueScript({
{ "show_text", "_ViridianMartClerkYouCameFromPalletTownText" },
{ "move_player", "up", 2 },
{ "move_player", "left", 1 },
{ "move_player", "up", 2 },
-- the quest text's last page is "{PLAYER} got\nOAK's PARCEL!"
{ "give_item", "OAKS_PARCEL", 1, "_ViridianMartClerkParcelQuestText" },
{ "set_flag", "EVENT_GOT_OAKS_PARCEL" },
@@ -94,27 +86,6 @@ M.VIRIDIAN_CITY = {
{ "show_text", "_ViridianCityOldManTimeIsMoneyText" }, -- 8 (9 = end)
},
},
-- Re-apply the Pokedex old-man swap for a save that already holds the flag
-- but was never standing here when it fired: a vanilla .sav imported
-- through src/save_convert, whose codec does not model pokered's
-- wToggleableObjectFlags array, so save.objectToggles arrives empty and
-- both objects fall back to their compiled-in defaults -- the sleeper ON
-- (data/maps/toggleable_objects.asm toggleable_objects_for VIRIDIAN_CITY),
-- still lying across the north path (#234).
-- OaksLabOakGivesPokedexScript (scripts/OaksLab.asm) sets EVENT_GOT_POKEDEX
-- and, with no branch in between, runs HideObject TOGGLE_LYING_OLD_MAN /
-- ShowObject TOGGLE_OLD_MAN, so that one flag settles both toggles exactly.
-- Same shape as M.OAKS_LAB.onEnter in data/scripts/oaks_lab.lua, which
-- re-applies the same script's other two HideObjects on entry (#106).
onEnter = function(game, ow)
if not (game.save.flags and game.save.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, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY")
Commands.show_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
end,
-- ViridianCityCheckGotPokedexScript: the north corridor is gated on
-- EVENT_GOT_POKEDEX, NOT on the sleeper being hidden, and it triggers
-- on exactly one cell -- (19,9), the gap east of the sleeper (18,9)
@@ -142,23 +113,20 @@ M.VIRIDIAN_CITY = {
M.BLUES_HOUSE = {
talk = {
TEXT_BLUESHOUSE_DAISY_SITTING = {
{ "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" },
{ "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
-- _GotMapText: "{PLAYER} got a\n{RAM:wStringBuffer}!" -- the
-- buffer supplies "TOWN MAP" (scripts/BluesHouse.asm GotMapText)
{ "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" },
{ "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
},
},
}
@@ -186,17 +154,11 @@ M.BILLS_HOUSE = {
overworld = ow },
"BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
require("src.world.PikachuFollower").onBillEnteredMachine(game, ow)
done()
end
if ow.player.facing == "down" then
-- the player is standing on his straight path: walk around
-- (.PokemonWalkAroundPlayerMovement). BillsHouseScript2 runs
-- BillsHousePikachuWatchPlayer first on this branch, so a
-- Pikachu that is still following steps clear of Bill's detour
-- and turns to watch the player (#455).
require("src.world.PikachuFollower")
.onBillWalksAroundPlayer(game, ow)
-- (.PokemonWalkAroundPlayerMovement)
ow:scriptMove(npc, "right", 1, function()
ow:scriptMove(npc, "up", 2, function()
ow:scriptMove(npc, "left", 1, function()
@@ -282,9 +244,6 @@ M.BILLS_HOUSE = {
Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL2")
end
if not flags.EVENT_MET_BILL_2 then
require("src.world.PikachuFollower").onBillsHouseEnter(game, ow)
end
end,
}
@@ -297,7 +256,6 @@ 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")
@@ -330,7 +288,6 @@ 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
@@ -438,93 +395,7 @@ M.SS_ANNE_CAPTAINS_ROOM = {
-- MrFujisHouse.asm; the teleport back to his house is a warp)
-- -------------------------------------------------------------------
-- scripts/PokemonTower7F.asm: after each Rocket loses,
-- PokemonTower7FEndBattleScript shows its EndBattle text (EndTrainerBattle),
-- prints its AfterBattle text (DisplayTextID), then
-- PokemonTower7FRocketLeaveMovementScript walks the grunt off toward the
-- (9,16) stairs (MoveSprite) and PokemonTower7FHideNPCScript despawns it
-- (HideObject). Without this the beaten grunts stood in the corridor
-- forever (#200).
local POKEMON_TOWER_7F_ROCKETS = {
{ index = 1, name = "POKEMONTOWER7F_ROCKET1",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_0",
after = "_PokemonTower7FRocket1AfterBattleText" },
{ index = 2, name = "POKEMONTOWER7F_ROCKET2",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_1",
after = "_PokemonTower7FRocket2AfterBattleText" },
{ index = 3, name = "POKEMONTOWER7F_ROCKET3",
beat = "EVENT_BEAT_POKEMONTOWER_7_TRAINER_2",
after = "_PokemonTower7FRocket3AfterBattleText" },
}
-- PokemonTower7FNPCCoordMovementTable, keyed by the PLAYER's tile ("x,y")
-- at the engagement (both the talk and the sight walk-up leave the player on
-- the tile the vanilla table indexes). Each list is that entry's
-- NPC_MOVEMENT_* exit, applied from the grunt's current tile. The exact
-- tables are one per grunt (dbmapcoord bytes decoded back to x,y).
local POKEMON_TOWER_7F_EXITS = {
[1] = { -- ROCKET1 @ (9,11), faces RIGHT
["9,12"] = { "right", "down", "down", "down", "down", "down", "left" },
["10,11"] = { "down", "right", "down", "down", "down", "down" },
["11,11"] = { "down", "down", "down", "down", "down" },
["12,11"] = { "down", "down", "down", "down", "down" },
},
[2] = { -- ROCKET2 @ (12,9), faces LEFT
["12,10"] = { "left", "down", "down", "down", "down", "down", "down" },
["11,9"] = { "down", "down", "down", "left", "down", "down" },
["10,9"] = { "down", "down", "down", "down", "down" },
["9,9"] = { "down", "down", "down", "down", "down" },
},
[3] = { -- ROCKET3 @ (9,7), faces RIGHT
["9,8"] = { "right", "down", "down", "down", "down", "down", "down" },
["10,7"] = { "down", "down", "down", "down", "down" },
["11,7"] = { "down", "down", "down", "down", "down" },
["12,7"] = { "down", "down", "down", "down", "down" },
},
}
-- The vanilla table only lists the sight/talk tiles the map geometry allows;
-- a plain down-walk keeps any other engagement tile (e.g. talking from the
-- side) safe -- it still clears the corridor and despawns the grunt.
local POKEMON_TOWER_7F_EXIT_FALLBACK =
{ "down", "down", "down", "down", "down" }
M.POKEMON_TOWER_7F = {
-- Repair saves that beat a grunt before the exit walk was ported: in
-- vanilla HideObject persists (wMissableObjectFlags), so a beaten grunt is
-- still gone on re-entry. hide_object below writes objectToggles for new
-- wins; this hides any grunt whose BEAT flag is already set.
onEnter = function(game, ow)
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
if game.save.flags[r.beat] then
Commands.hide_object(ctx, "POKEMON_TOWER_7F", r.name)
end
end
end,
-- runVictoryHook fires after every trainer win on the map (both the sight
-- and talk paths route through engageTrainer -> checkVictoryRewards), so
-- this walks off whichever grunt was just beaten but is still standing.
-- The AfterBattle text + walk queue UNDER the EndBattle box engageTrainer
-- pushes right after, giving the vanilla order: EndBattle, AfterBattle,
-- walk, despawn.
onVictory = function(game, ow)
if ow.runner:isRunning() then return end
for _, r in ipairs(POKEMON_TOWER_7F_ROCKETS) do
local npc = ow:npcByIndex(r.index)
if npc and game.save.flags[r.beat] then
local key = ow.player.cellX .. "," .. ow.player.cellY
local dirs = (POKEMON_TOWER_7F_EXITS[r.index] or {})[key]
or POKEMON_TOWER_7F_EXIT_FALLBACK
ow.runner:run({
{ "show_text", r.after }, -- DisplayTextID
{ "walk_npc", r.index, dirs }, -- MoveSprite
{ "hide_object", "POKEMON_TOWER_7F", r.name }, -- HideObject
}, { npc = npc })
return
end
end
end,
talk = {
TEXT_POKEMONTOWER7F_MR_FUJI = {
{ "face_player" }, -- 1
@@ -610,34 +481,12 @@ local function snorlaxWake(mapId, objName, beatFlag, wokeUpText, calmedText)
}
end
-- A beaten Snorlax is gone for good: Route12/Route16DefaultScript run
-- HideObject in the same breath as the battle that sets
-- EVENT_BEAT_ROUTEnn_SNORLAX, so "event set, object still on the map" is a
-- state the asm cannot produce. Here it can (a mod's world:toggleObject, a
-- save edited or migrated from a build older than the flag), and it is a
-- dead end: ItemEffects' adjacentSleepingSnorlax refuses to wake a Snorlax
-- whose beat flag is set (ItemUsePokeFlute's CheckEvent, engine/items/
-- item_effects.asm), so the sleeper sits in the road forever and Cycling
-- Road is unreachable (#585). Reconcile the toggle from the flag on every
-- entry -- the mirror of SaveData.lua's toggle -> flag backfill, and the
-- same repair shape the Silph Co. floors use below.
local function hideBeatenSnorlax(mapId, objName, beatFlag)
return function(game, ow)
if not game.save.flags[beatFlag] then return end
local Commands = require("src.script.Commands")
Commands.hide_object({ game = game, save = game.save, overworld = ow },
mapId, objName)
end
end
-- snorlaxWake is looked up by ItemEffects.lua/BagMenu.lua (via
-- data/scripts/init.lua's M.get) and run when the flute wakes Snorlax;
-- objName/beatFlag let ItemEffects find the NPC and check whether it's
-- already been beaten before allowing the wake.
M.ROUTE_12 = {
talk = { TEXT_ROUTE12_SNORLAX = { { "show_text", "_Route12SnorlaxText" } } },
onEnter = hideBeatenSnorlax("ROUTE_12", "ROUTE12_SNORLAX",
"EVENT_BEAT_ROUTE12_SNORLAX"),
snorlaxWake = {
objName = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX",
script = snorlaxWake("ROUTE_12", "ROUTE12_SNORLAX", "EVENT_BEAT_ROUTE12_SNORLAX",
@@ -646,8 +495,6 @@ M.ROUTE_12 = {
}
M.ROUTE_16 = {
talk = { TEXT_ROUTE16_SNORLAX = { { "show_text", "_Route16Text7" } } },
onEnter = hideBeatenSnorlax("ROUTE_16", "ROUTE16_SNORLAX",
"EVENT_BEAT_ROUTE16_SNORLAX"),
snorlaxWake = {
objName = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX",
script = snorlaxWake("ROUTE_16", "ROUTE16_SNORLAX", "EVENT_BEAT_ROUTE16_SNORLAX",
@@ -679,18 +526,11 @@ M.SAFARI_ZONE_SECRET_HOUSE = {
M.WARDENS_HOUSE = {
talk = {
TEXT_WARDENSHOUSE_WARDEN = {
-- Labelled rather than hand-numbered: the branches here have been
-- re-pointed twice now (#535, #645), and every insert used to mean
-- renumbering three jumps that had no way of announcing they were stale.
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_HM04" }, -- 2
-- #535: previously jumped to the same silent-end target as the
-- give-then-thank fallthrough, so the warden said nothing on every
-- visit after the trade. pokered's .got_item branch
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText.
{ "jump_if_true", "got_hm04" }, -- 3
{ "jump_if_true", 13 }, -- 3
{ "check_item", "GOLD_TEETH" }, -- 4
{ "jump_if_false", "no_teeth" }, -- 5
{ "jump_if_false", 15 }, -- 5
{ "show_text", "_WardensHouseWardenGaveTheGoldTeethText" }, -- 6
{ "take_item", "GOLD_TEETH", 1 }, -- 7
{ "set_flag", "EVENT_GAVE_GOLD_TEETH" }, -- 8
@@ -699,27 +539,9 @@ M.WARDENS_HOUSE = {
{ "give_item", "HM_STRENGTH", 1, false }, -- 10
{ "show_text", "_WardensHouseWardenReceivedHM04Text" }, -- 11
{ "set_flag", "EVENT_GOT_HM04" }, -- 12
{ "jump", "end" }, -- 13 (jp .done)
-- #645: WardensHouseWardenText prints Gibberish1, then YesNoChoice,
-- and the warden answers the same gibberish either way -- Gibberish2
-- on yes, Gibberish3 on no (scripts/WardensHouse.asm). The port
-- printed the question and walked off before the answer.
{ "label", "no_teeth" }, -- 14
{ "ask", "_WardensHouseWardenGibberish1Text" }, -- 15
{ "jump_if_true", "gibberish_yes" }, -- 16
{ "show_text", "_WardensHouseWardenGibberish3Text" }, -- 17
{ "jump", "end" }, -- 18
{ "label", "gibberish_yes" }, -- 19
{ "show_text", "_WardensHouseWardenGibberish2Text" }, -- 20
{ "jump", "end" }, -- 21
-- #535: pokered .got_item branch (scripts/WardensHouse.asm) --
-- printed on every subsequent talk once EVENT_GOT_HM04 is set.
-- Text is _WardensHouseWardenHM04ExplanationText (text/WardensHouse.asm):
-- HM04 teaches Strength, and hints at the Safari Zone secret house.
{ "label", "got_hm04" }, -- 22
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 23
{ "jump", 16 }, -- 13 (already got it)
{ "jump", 16 }, -- 14 (unused)
{ "show_text", "_WardensHouseWardenGibberish1Text" }, -- 15
},
},
}
@@ -729,70 +551,6 @@ M.WARDENS_HOUSE = {
-- generic OPP_GIOVANNI#2 battle)
-- -------------------------------------------------------------------
-- SilphCo11FTeamRocketLeavesScript (scripts/SilphCo11F.asm) hides every
-- ROCKET and rocket-aligned SCIENTIST toggle on 2F-11F the moment Giovanni
-- falls; the item balls, the 2F/10F rescued workers and the 7F rival keep
-- theirs. Names and order are data/maps/toggleable_objects.asm's
-- TOGGLE_SILPH_CO_<floor>_n entries. Saffron City's half of the same
-- script lives in M.SAFFRON_CITY (story4.lua) (#392).
local SILPH_ROCKET_OBJECTS = {
{ "SILPH_CO_2F", { "SILPHCO2F_SCIENTIST1", "SILPHCO2F_SCIENTIST2",
"SILPHCO2F_ROCKET1", "SILPHCO2F_ROCKET2" } },
{ "SILPH_CO_3F", { "SILPHCO3F_ROCKET", "SILPHCO3F_SCIENTIST" } },
{ "SILPH_CO_4F", { "SILPHCO4F_ROCKET1", "SILPHCO4F_SCIENTIST",
"SILPHCO4F_ROCKET2" } },
{ "SILPH_CO_5F", { "SILPHCO5F_ROCKET1", "SILPHCO5F_SCIENTIST",
"SILPHCO5F_ROCKER", "SILPHCO5F_ROCKET2" } },
{ "SILPH_CO_6F", { "SILPHCO6F_ROCKET1", "SILPHCO6F_SCIENTIST",
"SILPHCO6F_ROCKET2" } },
{ "SILPH_CO_7F", { "SILPHCO7F_ROCKET1", "SILPHCO7F_SCIENTIST",
"SILPHCO7F_ROCKET2", "SILPHCO7F_ROCKET3" } },
{ "SILPH_CO_8F", { "SILPHCO8F_ROCKET1", "SILPHCO8F_SCIENTIST",
"SILPHCO8F_ROCKET2" } },
{ "SILPH_CO_9F", { "SILPHCO9F_ROCKET1", "SILPHCO9F_SCIENTIST",
"SILPHCO9F_ROCKET2" } },
{ "SILPH_CO_10F", { "SILPHCO10F_ROCKET", "SILPHCO10F_SCIENTIST" } },
{ "SILPH_CO_11F", { "SILPHCO11F_GIOVANNI", "SILPHCO11F_ROCKET1",
"SILPHCO11F_ROCKET2" } },
}
-- hide_object writes save.objectToggles, so the single pass at the win
-- covers floors the player is not standing on; onlyMap is the per-floor
-- repair path below.
local function silphRocketsLeave(game, ow, onlyMap)
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
if not onlyMap or onlyMap == floor[1] then
for _, name in ipairs(floor[2]) do
Commands.hide_object(ctx, floor[1], name)
end
end
end
end
-- SilphCo11FGiovanniAfterBattleScript (scripts/SilphCo11F.asm) is the whole
-- aftermath: DisplayTextID TEXT_SILPHCO11F_GIOVANNI_YOU_RUINED_OUR_PLANS,
-- GBFadeOutToBlack, SilphCo11FTeamRocketLeavesScript, Delay3,
-- GBFadeInFromBlack, then SetEvent. The port had only the hide pass, so the
-- speech never played and every rocket blinked out in front of the player
-- (#722). Same hide list as silphRocketsLeave, spelled as script rows so the
-- fade can hold over it.
local function silphAftermathRows()
local rows = {
{ "show_text", "_SilphCo11FGiovanniYouRuinedOurPlansText" },
{ "fade", "out" },
}
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
for _, name in ipairs(floor[2]) do
rows[#rows + 1] = { "hide_object", floor[1], name }
end
end
rows[#rows + 1] = { "wait", 3 } -- Delay3
rows[#rows + 1] = { "fade", "in" }
return rows
end
M.SILPH_CO_11F = {
-- Giovanni's battle is a COORDINATE TRIGGER, not a talk.
-- SilphCo11FDefaultScript (scripts/SilphCo11F.asm) checks
@@ -805,13 +563,9 @@ M.SILPH_CO_11F = {
-- line) would touch, and the whole Silph ending -- the flag, the Master
-- Ball, the Saffron streets clearing -- silently never happened.
--
-- SilphCo11FDefaultScript orders it DisplayTextID TEXT_SILPHCO11F_GIOVANNI
-- FIRST, then MoveSprite .GiovanniMovement: he speaks from behind the desk
-- and only then walks the three tiles down. Moving him before the box made
-- him cross the room in silence and deliver the speech point-blank (#869),
-- so the box comes first here and engageTrainer skips its own battle text.
-- victories.lua OPP_GIOVANNI#2 sets the event on a win; a loss sets
-- nothing, so the trigger re-arms exactly as vanilla does.
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
-- sets nothing, so the trigger re-arms exactly as vanilla does.
onStep = function(game, ow, x, y)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
@@ -820,72 +574,45 @@ M.SILPH_CO_11F = {
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
end
if not gio or ow:trainerDefeated(gio) then return false end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._SilphCo11FGiovanniText
or "Ah {PLAYER}!\nSo we meet again!",
function()
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!"
-- speech, then SilphCo11FTeamRocketLeavesScript behind a fade so
-- every Silph rocket leaves off-screen (the street rockets are
-- handled by M.SAFFRON_CITY.onEnter in story4.lua). Queued, not
-- run here: the battle's own callbacks are still unwinding, so
-- queueScript starts it on the first idle overworld frame --
-- after the end-battle "Arrgh!!" box victories.lua OPP_GIOVANNI#2
-- pushes (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
ow:queueScript(silphAftermathRows())
end
end, nil, true)
end)
end))
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FTeamRocketLeavesScript: Giovanni leaves the floor
-- after the loss (the street rockets are handled by
-- M.SAFFRON_CITY.onEnter in story4.lua).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
end
end)
end)
return true
end,
onEnter = function(game, ow)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
silphRocketsLeave(game, ow)
local Commands = require("src.script.Commands")
local ctx = { game = game, save = game.save, overworld = ow }
Commands.hide_object(ctx, "SILPH_CO_11F", "SILPHCO11F_GIOVANNI")
end
end,
talk = {
-- SilphCo11FSilphPresidentText branches on EVENT_GOT_MASTER_BALL only:
-- the teleport pads reach him without passing Giovanni's trigger, and
-- afterwards he describes the ball forever. The old rows fell off the
-- end of the script on both branches, so a second talk was silence
-- (#392).
TEXT_SILPHCO11F_SILPH_PRESIDENT = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_MASTER_BALL" }, -- 2
{ "jump_if_true", 9 }, -- 3
{ "show_text", "_SilphCo11FSilphPresidentText" }, -- 4
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" }, -- 2
{ "jump_if_false", 10 }, -- 3
{ "check_flag", "EVENT_GOT_MASTER_BALL" }, -- 4
{ "jump_if_true", 10 }, -- 5
{ "show_text", "_SilphCo11FSilphPresidentText" }, -- 6
-- give-then-print like scripts/SilphCo11F.asm
{ "give_item", "MASTER_BALL", 1, false }, -- 5
{ "show_text", "_SilphCo11FSilphPresidentReceivedMasterBallText" }, -- 6
{ "set_flag", "EVENT_GOT_MASTER_BALL" }, -- 7
{ "jump", "end" }, -- 8
{ "show_text",
"_SilphCo11FSilphPresidentMasterBallDescriptionText" }, -- 9
{ "give_item", "MASTER_BALL", 1, false }, -- 7
{ "show_text", "_SilphCo11FSilphPresidentReceivedMasterBallText" }, -- 8
{ "set_flag", "EVENT_GOT_MASTER_BALL" }, -- 9
{ "jump", 11 }, -- 10
},
},
}
-- Floors 2F-10F carry no other onEnter, so this repairs saves that beat
-- Giovanni before the hide list existed (same shape as
-- M.POKEMON_TOWER_7F.onEnter); 11F hides its own inside the table above.
for _, floor in ipairs(SILPH_ROCKET_OBJECTS) do
local mapId = floor[1]
if mapId ~= "SILPH_CO_11F" then
M[mapId] = M[mapId] or {}
M[mapId].onEnter = function(game, ow)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
silphRocketsLeave(game, ow, mapId)
end
end
end
end
-- -------------------------------------------------------------------
-- Victory Road boulder switches (scripts/VictoryRoad1F/2F/3F.asm):
-- a boulder resting on a switch removes a barrier block; the 3F hole
@@ -898,20 +625,11 @@ local function boulderAt(ow, x, y)
return npc and npc.def.sprite == "SPRITE_BOULDER" and npc or nil
end
-- Each barrier is stamped BOTH ways on entry. pokered only ever stamps the
-- OPEN block (ReplaceTileBlock edits the loaded block map, which the next map
-- load throws away, so a fresh entry always shows the .blk's closed barrier),
-- but OverworldState:replaceBlock writes through Map:setBlock into the SHARED
-- map record in Game.data, so the port has to put the closed block back
-- itself or a solved barrier stays open for the rest of the session (#258).
-- The closed ids are the shipped .blk bytes: VictoryRoad1F.blk (4,6) = $25,
-- VictoryRoad2F.blk (3,4) = $37 and (11,7) = $25, VictoryRoad3F.blk
-- (3,5) = $25. Same both-ways pattern as the card-key doors in
-- OverworldState:setMap.
M.VICTORY_ROAD_1F = {
onEnter = function(game, ow)
ow:replaceBlock(4, 6,
game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH and 0x1D or 0x25)
if game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH then
ow:replaceBlock(4, 6, 0x1D)
end
end,
onBoulderMoved = function(game, ow, npc)
if npc.cellX == 17 and npc.cellY == 13
@@ -924,14 +642,12 @@ M.VICTORY_ROAD_1F = {
M.VICTORY_ROAD_2F = {
onEnter = function(game, ow)
-- VictoryRoad2FResetBoulderEventScript (scripts/VictoryRoad2F.asm:19):
-- entering 2F clears the 1F switch event, so 1F's barrier is closed
-- again the next time you climb down (#258)
game.save.flags.EVENT_VICTORY_ROAD_1_BOULDER_ON_SWITCH = nil
ow:replaceBlock(3, 4,
game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 and 0x15 or 0x37)
ow:replaceBlock(11, 7,
game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 and 0x1D or 0x25)
if game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH1 then
ow:replaceBlock(3, 4, 0x15)
end
if game.save.flags.EVENT_VICTORY_ROAD_2_BOULDER_ON_SWITCH2 then
ow:replaceBlock(11, 7, 0x1D)
end
end,
onBoulderMoved = function(game, ow, npc)
if npc.cellX == 1 and npc.cellY == 16
@@ -949,8 +665,9 @@ M.VICTORY_ROAD_2F = {
M.VICTORY_ROAD_3F = {
onEnter = function(game, ow)
ow:replaceBlock(3, 5,
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 and 0x1D or 0x25)
if game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 then
ow:replaceBlock(3, 5, 0x1D)
end
end,
onBoulderMoved = function(game, ow, npc)
if npc.cellX == 3 and npc.cellY == 5
@@ -958,23 +675,12 @@ M.VICTORY_ROAD_3F = {
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1 = true
ow:replaceBlock(3, 5, 0x1D)
end
-- the hole at (23,15): the boulder drops to 2F next to switch 2.
-- VictoryRoad3FDefaultScript .handle_hole gates the swap on
-- CheckAndSetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2, then
-- HideObject TOGGLE_VICTORY_ROAD_3F_BOULDER / ShowObject
-- TOGGLE_VICTORY_ROAD_2F_BOULDER. Those two toggles are
-- VICTORYROAD3F_BOULDER4 and VICTORYROAD2F_BOULDER3
-- (data/maps/toggleable_objects.asm); the old "VICTORYROAD2F_BOULDER"
-- matched no object_event name, so the toggle landed under a key
-- objectVisible never reads: harmless only while nothing hid that
-- boulder, and fatal once Route 23's reset does (#258).
if npc.cellX == 23 and npc.cellY == 15
and not game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 then
game.save.flags.EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2 = true
-- the hole at (23,15): the boulder drops to 2F next to switch 2
if npc.cellX == 23 and npc.cellY == 15 then
local Commands = require("src.script.Commands")
local ctx = { save = game.save, overworld = ow, game = game }
Commands.hide_object(ctx, "VICTORY_ROAD_3F", npc.def.name)
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3")
Commands.show_object(ctx, "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER")
end
end,
-- scripts/VictoryRoad3F.asm VictoryRoad3FDefaultScript: the same hole
@@ -984,7 +690,6 @@ M.VICTORY_ROAD_3F = {
-- fall is onStep, not a collision block.
onStep = function(game, ow, x, y)
if x == 23 and y == 15 then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo("VICTORY_ROAD_2F", 22, 16, ow.player.facing)
return true
end
@@ -1023,63 +728,40 @@ M.VICTORY_ROAD_3F = {
local championsRoomRivalScript = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 2
-- "end" rather than a row number past the tail: this script grew by a row
-- when the follow-Oak walk landed (#704), which silently turned the old
-- numeric 26 into a jump ONTO the closing HALL_OF_FAME warp instead of past
-- it, so a returning champion warped straight into the induction.
{ "jump_if_true", "end" }, -- 3
{ "jump_if_true", 25 }, -- 3 past end
{ "show_text", "_ChampionsRoomRivalIntroText" }, -- 4
-- ChampionsRoomRivalReadyToBattleScript plays MUSIC_FINAL_BATTLE after
-- the intro text, before the battle itself (#706); pushBattle's wipe-time
-- playBattle("final") then no-ops on the same song, so the theme stays
-- continuous into the fight
{ "play_music", "Music_FinalBattle" }, -- 5
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 6
-- losing halts here; the numeric target this replaced pointed at the
-- closing warp, which inducted a player who had just lost the fight (#704)
{ "jump_if_false", "end" }, -- 7
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 8
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 9
{ "rival_battle", "OPP_RIVAL3", 1 }, -- 5
{ "jump_if_false", 25 }, -- 6 past end
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL_THIS_RUN" }, -- 7
{ "set_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 8
-- ChampionsRoomRivalDefeatedScript re-displays TEXT_CHAMPIONSROOM_RIVAL,
-- whose text_asm takes the EVENT_BEAT_CHAMPION_RIVAL branch =
-- _ChampionsRoomRivalAfterBattleText (the in-battle _RivalDefeatedText
-- is the port's generic "<PLAYER> defeated BLUE!" engine line instead).
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 9
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
-- reading of the town theme this scene is known for (#847).
{ "fade_music", 10 }, -- 11
{ "wait", 100 }, -- 12
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
{ "show_text", "_ChampionsRoomOakText" }, -- 14
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
{ "play_music", "Music_Cities1", { keep = true } }, -- 10
{ "show_text", "_ChampionsRoomOakText" }, -- 11
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 12
{ "move_npc", 2, "up", 5 }, -- 13 OakEntranceAfterVictoryMovement
-- 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
{ "face_object", 1, "left" }, -- 14
{ "face_object", 2, "down" }, -- 15
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 16
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 20
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
{ "face_object", 2, "right" }, -- 17
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 18
-- OakComeWithMeScript: Oak faces down again, then exits up
{ "face_object", 2, "down" }, -- 22
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
-- scripts/ChampionsRoom.asm WalkToHallOfFame_RLEMovement
{ "move_player", "left", 1 },
{ "move_player", "up", 3 }, -- 27
{ "face_object", 2, "down" }, -- 19
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 20
{ "move_npc", 2, "up", 2 }, -- 21 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 22
-- 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)
{ "set_field", "pendingHallOfFame", true }, -- 28
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 29
{ "set_field", "pendingHallOfFame", true }, -- 23
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 24
}
M.CHAMPIONS_ROOM = {
@@ -1239,7 +921,6 @@ 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
+125 -299
View File
@@ -1,10 +1,6 @@
-- More hand-ported events: the Pallet Town intro, the thirsty Saffron
-- gate guards, the Bike Voucher chain, fossils and the day-care.
-- Registered via data/scripts/init.lua; Red/Blue cite pokered, Yellow
-- cites pokeyellow (Pallet stop row, Oak spawn, walk RLE, and the
-- wild-Pikachu beat before the lab escort).
local GameVersion = require("src.core.GameVersion")
-- Registered via data/scripts/init.lua; each cites its pokered source.
local M = {}
@@ -39,79 +35,72 @@ function escort.findPath(fromX, fromY, toX, toY)
return path
end
-- Red: Oak object (8,5) -> one tile below the player at y=1.
-- Yellow: Oak object (10,4); stop fires at y=0 (pokeyellow PalletTown).
-- PalletTownOakWalksToPlayerScript: Oak appears at his object spot
-- (8,5) and zigzags to one tile below the player (hNPCPlayerYDistance
-- is pre-decremented before predef FindPathToPlayer).
function escort.oakApproach(playerX)
if GameVersion.isYellow() then
return escort.findPath(10, 4, playerX, 1)
end
return escort.findPath(8, 5, playerX, 2)
end
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm).
-- Yellow differs: first DOWN is x6 (Oak starts one tile farther north).
local function buildOakSteps()
if GameVersion.isYellow() then
return {
"down", "down", "down", "down", "down", "down",
"left",
"down", "down", "down", "down", "down",
"right", "right", "right",
"up",
}
end
return {
"down", "down", "down", "down", "down",
"left",
"down", "down", "down", "down", "down",
"right", "right", "right",
"up",
}
end
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm):
-- DOWN x5, LEFT, DOWN x5, RIGHT x3, UP -- Oak's last step lands on the
-- lab door (12,11). (The trailing NPC_CHANGE_FACING is a march-in-
-- place beat on the mat; here Oak just stands his final beat.)
escort.oakSteps = {
"down", "down", "down", "down", "down",
"left",
"down", "down", "down", "down", "down",
"right", "right", "right",
"up",
}
escort.oakSteps = buildOakSteps()
-- Player stays one step behind Oak (simplified reverse-RLE port).
-- RLEList_PlayerWalkToLab decodes to UP x2, RIGHT x3, DOWN x5, LEFT,
-- DOWN x6 and plays in REVERSE buffer order (wSimulatedJoypadStatesEnd
-- grows downward): DOWN x6, LEFT, DOWN x5, RIGHT x3, UP x2 -- Oak's
-- exact path one step behind. The 17th press (the second UP) is eaten
-- by the door-warp frame (WarpFound clears hJoyHeld via EnterMap), so
-- only 16 real steps happen; the walk ends on the door at (12,11).
escort.playerSteps = { "down" }
for _, d in ipairs(escort.oakSteps) do
escort.playerSteps[#escort.playerSteps + 1] = d
end
local function npcNamed(ow, name)
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == name then return n end
end
return nil
end
M.PALLET_TOWN = {
talk = require("data.scripts.pallet_town").talk,
escort = escort,
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
-- then a wild Pikachu battle before the lab escort (pokeyellow
-- PalletTownPikachuBattleScript).
-- Oak stops you at the north row (PalletTownDefaultScript's
-- `wYCoord == 1` check), walks up from (8,5), and leads you to his
-- lab with the player one step behind (scripts/PalletTown.asm +
-- PalletMovementScriptPointerTable in
-- engine/overworld/auto_movement.asm), then the lab walk-in and the
-- choose-mon exchange (scripts/OaksLab.asm OaksLabDefaultScript ..
-- OaksLabOakChooseMonSpeechScript).
onStep = function(game, ow, x, y)
local yellow = GameVersion.isYellow()
local stopY = yellow and 0 or 1
if y ~= stopY or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
if y ~= 1 or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
or game.save.flags.EVENT_GOT_STARTER then
return false
end
local TextBox = require("src.render.TextBox")
local Commands = require("src.script.Commands")
local Music = require("src.core.Music")
local BattleState = require("src.battle.BattleState")
local t = game.data.text
local ctx = { save = game.save, game = game, overworld = ow }
-- Red turns the player down; Yellow faces up at the north exit.
ow.player.facing = yellow and "up" or "down"
-- PalletTownDefaultScript: stop the player, turn them around
-- (wPlayerMovingDirection = PLAYER_DIR_DOWN applies on the very
-- next frame, before the text box opens) and strike up the "oak
-- appears" theme (MUSIC_MEET_PROF_OAK)
ow.player.facing = "down"
Music.play(game.data, "Music_MeetProfOak")
-- DelayFrames-style hold: the world pauses (input stays locked)
-- for `frames` frames, then cb runs. Reuses the emote pause slot;
-- with an `npc` the "!" bubble draws above it (EmotionBubble).
local function hold(frames, npc, cb)
ow.emote = { frames = frames, npc = npc, onDone = cb }
end
-- chain single-tile scriptMoves through a direction list
local function walkList(entity, steps, done)
local i = 0
local function nextStep()
@@ -125,8 +114,10 @@ M.PALLET_TOWN = {
nextStep()
end
-- OaksLabOakChooseMonSpeechScript. Yellow's OakChooseMon text is
-- the single-ball speech, not Red's "there are 3 POKéMON".
-- ---- Oak's Lab side (scripts/OaksLab.asm) ----------------------
-- OaksLabOakChooseMonSpeechScript: the fed-up / choose-mon /
-- what-about-me / be-patient exchange, Delay3 between boxes
local function chooseMonSpeech()
local function say(key, fb, next)
game.stack:push(TextBox.new(game, t[key] or fb, next))
@@ -135,9 +126,7 @@ M.PALLET_TOWN = {
"{RIVAL}: Gramps!\nI'm fed up with\nwaiting!", function()
hold(3, nil, function()
say("_OaksLabOakChooseMonText",
yellow
and "OAK: Look, {PLAYER}! Do\nyou see that ball\non the table?"
or "OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
"OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
hold(3, nil, function()
say("_OaksLabRivalWhatAboutMeText",
"{RIVAL}: Hey!\nGramps! What\nabout me?", function()
@@ -154,18 +143,30 @@ M.PALLET_TOWN = {
end)
end
-- Door Oak is OAKSLAB_OAK2: Red index 8, Yellow index 6 (one ball).
-- entering the lab: the door Oak (OAKSLAB_OAK2, (5,10)) walks up 3
-- ahead of the player (OaksLabOakEntersLabScript OakEntryMovement),
-- swaps for the desk Oak (OAKSLAB_OAK1, (5,2)), then the player
-- walks up 8 from the mat (PlayerEntryMovementRLE) while the rival
-- and Oak turn with them (OaksLabPlayerEntersLabScript /
-- OaksLabFollowedOakScript)
local function labWalkIn()
local oak2 = npcNamed(ow, "OAKSLAB_OAK2") or ow:npcByIndex(yellow and 6 or 8)
local oak2 = ow:npcByIndex(8)
local function swapOaks()
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK1")
hold(3, nil, function()
Commands.face_object(ctx, 1, "down")
hold(3, nil, function() -- Delay3
Commands.face_object(ctx, 1, "down") -- rival watches you pass
ow:scriptMove(ow.player, "up", 8, function()
-- OaksLabFollowedOakScript: flags only after the walk-in, so a
-- stray step on the door mat can't fire the "don't go away"
-- push-up (oaks_lab.lua onStep) mid-cutscene. Outdoor escort
-- still re-arms on F1 mid-escort -- these flags stay clear
-- until the lab walk finishes.
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB_2 = true
Commands.face_object(ctx, 1, "up")
-- res BIT_NO_MAP_MUSIC + PlayDefaultMusic: the lab theme
-- only starts once the walk-in is done
Music.playMap(game.data, "OAKS_LAB")
chooseMonSpeech()
end)
@@ -178,8 +179,10 @@ M.PALLET_TOWN = {
end
end
local function enterLab(oak)
if oak then oak.stepFrames = nil end
-- PalletMovementScript_Done + the door warp: Oak is hidden as the
-- player steps into the doorway; PALLET_TOWN warp 3 -> OAKS_LAB
-- warp 2 = (5,11), with the door SFX (WarpFound -> SFX_GO_INSIDE)
local function enterLab()
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
ow.doorWarp = true
@@ -187,23 +190,25 @@ M.PALLET_TOWN = {
{ keepMusic = true })
end
-- PalletMovementScript_WalkToLab: Oak's NPC movement and the
-- player's simulated joypad run simultaneously, in lockstep; the
-- player retraces Oak's path one step behind and follows him into
-- the doorway on the final beat
local function walkToLab(oak)
-- lockstep half runs Oak on the player's own frames per cell
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
local i = 0
if oak then
oak.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
end
local function tick()
i = i + 1
local playerStep = escort.playerSteps[i]
if not playerStep then
enterLab(oak)
enterLab()
return
end
if oak and escort.oakSteps[i] then
ow:scriptMove(oak, escort.oakSteps[i], 1)
elseif oak then
-- RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat:
-- Oak marches in place on the door mat while the player takes
-- the final step up behind him (movement.asm ChangeFacingDirection)
ow:marchInPlace(oak)
end
ow:scriptMove(ow.player, playerStep, 1, tick)
@@ -211,14 +216,10 @@ M.PALLET_TOWN = {
tick()
end
-- PalletMovementScript_OakMoveLeft/_PlayerMoveLeft: from the right
-- tile (x == 11) Oak sidesteps left first, then the player follows
-- left (wNumStepsToTake = wXCoord - 10), and only then both walk
local function escortToLab(oak)
-- PalletMovementScript_OakMoveLeft
-- (engine/overworld/auto_movement.asm) starts MUSIC_MUSEUM_GUY
-- when the escort begins in Yellow. Until then, Pallet Town plays
-- after the battle; Red/Blue leave MUSIC_MEET_PROF_OAK playing.
if yellow then
Music.play(game.data, "Music_MuseumGuy")
end
local numSteps = x - 10
if oak and numSteps > 0 then
ow:scriptMove(oak, "left", numSteps, function()
@@ -231,75 +232,37 @@ M.PALLET_TOWN = {
end
end
-- After Oak reaches the player: Red goes straight to "It's unsafe!".
-- Yellow (PalletTownOakGreetsPlayerScript..AfterPikachuBattleScript):
-- ThatWasClose -> Oak faces the grass patch -> BATTLE_TYPE_PIKACHU
-- (the old-man-style simulated battle where PROF.OAK throws the ball
-- and always catches the lv5 Pikachu) -> Whew -> ComeWithMe.
local function afterOakArrives(oak)
if not yellow then
game.stack:push(TextBox.new(game,
t._PalletTownOakItsUnsafeText
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
function() escortToLab(oak) end))
return
end
local function comeWithMe()
game.stack:push(TextBox.new(game,
t._PalletTownOakComeWithMe
or "OAK: Here, come with\nme!",
function() escortToLab(oak) end))
end
local function afterPikaBattle()
if oak then oak.facing = "up" end
game.stack:push(TextBox.new(game,
t._PalletTownOakWhewText or "OAK: Whew...",
comeWithMe))
end
game.stack:push(TextBox.new(game,
t._PalletTownOakThatWasCloseText
or "OAK: That was\nclose!\fWild POKéMON live\nin tall grass!",
function()
-- Oak turns toward the horizontally adjacent grass (left exit
-- looks right, right exit looks left -- the
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
-- In pokeyellow, PalletTownOakGreetsPlayerScript turns Oak and
-- PalletTownPikachuBattleScript arms the battle on the next
-- overworld iteration. OverworldLoopLessDelay
-- (home/overworld.asm) burns two DelayFrame calls at the top
-- of each iteration and calls RunMapScript before checking
-- wCurOpponent, so those two DelayFrame calls are what keep
-- Oak's turn on screen before the battle check fires.
if oak then oak.facing = x == 10 and "right" or "left" end
hold(2, nil, function()
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle:makeOldManDemo("PROF.OAK")
battle.onFinish = function()
afterPikaBattle()
end
-- Use the standard wild-battle entry transition.
Commands.pushBattle(ctx, battle)
end)
end))
end
-- ---- Pallet Town side (scripts/PalletTown.asm) -----------------
-- PalletTownOakWalksToPlayerScript: Oak appears at (8,5), faces up
-- (SetSpriteFacingDirectionAndDelay + Delay3), then zigzags to the
-- player; the "It's unsafe!" text follows and the escort begins
local function oakAppearsAndWalks()
Commands.show_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
local oak = npcNamed(ow, "PALLETTOWN_OAK") or ow:npcByIndex(1)
local oak = ow:npcByIndex(1)
if oak then oak.facing = "up" end
hold(6, nil, function()
walkList(oak, escort.oakApproach(x), function()
afterOakArrives(oak)
-- PalletTownOakNotSafeComeWithMeScript: the second text waits
-- for a button, then the escort starts
game.stack:push(TextBox.new(game,
t._PalletTownOakItsUnsafeText
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
function() escortToLab(oak) end))
end)
end)
end
-- The "Hey! Wait!" box ends without a button wait (auto), then the
-- "!" bubble shows over the player WHILE the box is still on screen
-- (PalletTownOakText: DelayFrames 10 then EmotionBubble, box not yet
-- cleared). onOverlap sets the bubble during the box's last frames;
-- the box pops after `overlap`, and the bubble's 60-frame hold then
-- runs to Oak's appearance (the bubble is static while the box is up,
-- since the overworld pauses under it, so 10 overlap + 50 = 60).
game.stack:push(TextBox.new(game,
t._PalletTownOakHeyWaitDontGoOutText or "OAK: Hey! Wait!\nDon't go out!",
nil, { auto = { delay = 10, overlap = 10, onOverlap = function()
-- .HeyWaitDontGoOutText turns the player to face down (toward
-- the approaching Oak) before the exclamation bubble
ow.player.facing = "down"
ow.emote = { npc = ow.player, frames = 50, onDone = oakAppearsAndWalks }
end } }))
return true
@@ -419,170 +382,39 @@ 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
{ "check_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 2
{ "jump_if_true", "nothing_left" }, -- 3
-- YesNoChoice (scripts/PokemonFanClub.asm): NO forfeits the voucher (#1050)
{ "ask", "_PokemonFanClubChairmanIntroText" }, -- 4
{ "jump_if_false", "no_story" }, -- 5
{ "show_text", "_PokemonFanClubChairmanStoryText" }, -- 6
{ "jump_if_true", 9 }, -- 3
{ "show_text", "_PokemonFanClubChairmanIntroText" }, -- 4
{ "show_text", "_PokemonFanClubChairmanStoryText" }, -- 5
-- give-then-print like scripts/PokemonFanClub.asm (GiveItem
-- fills wStringBuffer; the received text reads it)
{ "give_item", "BIKE_VOUCHER", 1, false }, -- 7
{ "show_text", "_PokemonFanClubReceivedBikeVoucherText" }, -- 8
{ "set_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 9
{ "show_text", "_PokemonFanClubExplainBikeVoucherText" }, -- 10
{ "jump", "end" }, -- 11
{ "label", "no_story" }, -- 12
{ "show_text", "_PokemonFanClubNoStoryText" }, -- 13
{ "jump", "end" }, -- 14
-- .nothingleft: the gift is done, he only reminisces now
{ "label", "nothing_left" }, -- 15
{ "show_text", "_PokemonFanClubChairFinalText" }, -- 16
{ "give_item", "BIKE_VOUCHER", 1, false }, -- 6
{ "show_text", "_PokemonFanClubReceivedBikeVoucherText" }, -- 7
{ "set_flag", "EVENT_RECEIVED_BIKE_VOUCHER" }, -- 8
{ "show_text", "_PokemonFanClubExplainBikeVoucherText" }, -- 9
},
},
}
-- BikeShopClerkText (scripts/BikeShop.asm) runs three ways: the BICYCLE is
-- already yours, you are carrying the BIKE VOUCHER, or you get the sales
-- pitch. The pitch draws its own window (TextBoxBorder hlcoord 0,0, b=4
-- c=15) holding BikeShopMenuText and BikeShopMenuPrice, and leaves it up
-- while the clerk keeps talking in the bottom box: the original never
-- erases it before TextScriptEnd (#568).
local BikeShopWindow = {}
BikeShopWindow.__index = BikeShopWindow
function BikeShopWindow.new(game, footer, onChoose)
local self = setmetatable({}, BikeShopWindow)
self.game = game
self.onChoose = onChoose
self.index = 1
self.active = true
-- BikeShopClerkDoYouLikeItText stays on screen under the window for as
-- long as the menu is up. The text box pushed on top types it out and
-- pops itself; this copy of its last page takes over from there, so the
-- bottom box never blanks between the pitch and the answer. Paginated
-- with the themed column budget so the copy breaks where the box did.
local TextBox = require("src.render.TextBox")
local box = require("src.ui.Theme").textBox or {}
local pages = TextBox.paginate(TextBox.substitute(game, footer), box.maxCols)
self.footer = pages[#pages]
return self
end
function BikeShopWindow:update()
-- one answer only: the boxes pushed by onChoose sit on top of this
-- state, but a second A on the same frame must not fire it twice
if not self.active then return end
local input = self.game.input
-- HandleMenuInput with wMenuWrappingEnabled clear: the two rows clamp
if input:wasPressed("up") then
self.index = 1
elseif input:wasPressed("down") then
self.index = 2
elseif input:wasPressed("a") or input:wasPressed("b") then
local cancelled = input:wasPressed("b") -- bit B_PAD_B -> .cancel
require("src.core.Sound").play(self.game.data, "Press_AB")
self.active = false
self.onChoose(not cancelled and self.index == 1)
end
end
function BikeShopWindow:draw()
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local Theme = require("src.ui.Theme")
Font.drawBox(0, 0, 17, 6)
love.graphics.setColor(0, 0, 0, 1)
local bike = self.game.data.items.BICYCLE
Font.draw(bike and bike.name or "BICYCLE", 16, 16) -- hlcoord 2, 2
Font.draw("¥1000000", 64, 24) -- hlcoord 8, 3
Font.draw(Strings("CANCEL"), 16, 32) -- `next` skips a row
-- wTopMenuItemX 1, wTopMenuItemY 2, rows two apart
Font.drawCode(Theme.cursor, 8, self.index == 1 and 16 or 32)
if self.footer then
-- same geometry TextBox resolves against, so a themed box matches
local box = Theme.textBox or {}
local tx, ty = box.tx or 0, box.ty or 12
love.graphics.setColor(1, 1, 1, 1)
Font.drawBox(tx, ty, box.tw or 20, box.th or 6)
love.graphics.setColor(0, 0, 0, 1)
for i, line in ipairs(self.footer) do
Font.draw(line, (tx + 1) * 8, (ty + 2 * i) * 8)
end
end
love.graphics.setColor(1, 1, 1, 1)
end
M.BIKE_SHOP = {
talk = {
TEXT_BIKESHOP_CLERK = function(game, ow, npc, done)
local Bag = require("src.inventory.Bag")
local Flags = require("src.script.Flags")
local TextBox = require("src.render.TextBox")
local t = game.data.text
local function say(text, after, opts)
game.stack:push(TextBox.new(game, text, after, opts))
if (game.save.inventory.BICYCLE or 0) > 0 then
game.stack:push(TextBox.new(game, "How's the\nBICYCLE treating\nyou?", done))
elseif (game.save.inventory.BIKE_VOUCHER or 0) > 0 then
game.save.inventory.BIKE_VOUCHER = nil
game.save.inventory.BICYCLE = 1
game.stack:push(TextBox.new(game,
("Oh, that's a\nBIKE VOUCHER!\f%s exchanged\nit for a BICYCLE!")
:format(game.save.player.name), done))
else
game.stack:push(TextBox.new(game,
"A BICYCLE costs\n¥1000000. Sorry,\nno instalments!", done))
end
-- CheckEvent EVENT_GOT_BICYCLE. Saves made before the clerk started
-- setting the event still have the bike in the bag, so either counts.
if (game.save.inventory.BICYCLE or 0) > 0
or Flags.get(game.save, "EVENT_GOT_BICYCLE") then
say(t._BikeShopClerkHowDoYouLikeYourBicycleText, done)
return
end
-- .dontHaveBike: IsItemInBag BIKE_VOUCHER
if (game.save.inventory.BIKE_VOUCHER or 0) > 0 then
say(t._BikeShopClerkOhThatsAVoucherText, function()
-- GiveItem's `jr nc, .BagFull`: the voucher is only spent once
-- the BICYCLE is actually in the bag
if not Bag.add(game.save, "BICYCLE", 1) then
say(t._BikeShopBagFullText, done)
return
end
Bag.remove(game.save, "BIKE_VOUCHER", 1)
Flags.set(game.save, "EVENT_GOT_BICYCLE")
-- BikeShopExchangedVoucherText carries sound_get_key_item; the
-- map runs EnableAutoTextBoxDrawing, so the box still waits for
-- a button once the jingle has played (auto.wait, #247)
say(t._BikeShopExchangedVoucherText, done, {
auto = { wait = true, sound = function()
return require("src.core.Sound").play(game.data, "Get_Key_Item")
end },
})
end)
return
end
-- .dontHaveVoucher: welcome, then the BICYCLE/CANCEL window
say(t._BikeShopClerkWelcomeText, function()
local pitch = t._BikeShopClerkDoYouLikeItText
game.stack:push(BikeShopWindow.new(game, pitch, function(bought)
local function comeAgain()
say(t._BikeShopComeAgainText, function()
game.stack:pop() -- the window, still up under the text
done()
end)
end
if bought then
-- a million is out of anyone's reach: BikeShopCantAffordText
say(t._BikeShopCantAffordText, comeAgain)
else
comeAgain()
end
end))
-- PrintText BikeShopClerkDoYouLikeItText, then straight into
-- HandleMenuInput: the box types out and hands over without
-- waiting, leaving the window's copy of the line on screen
say(pitch, nil, { auto = { delay = 0 } })
end)
end,
},
}
@@ -654,10 +486,8 @@ 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 .. "!"),
@@ -670,11 +500,11 @@ 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, TextBox.soundOpts(game, "Get_Key_Item")))
end))
end }))
end
end
@@ -697,37 +527,33 @@ M.MT_MOON_B2F = {
},
}
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text): Y50, once.
-- Declining at the rope shoves the player one tile south (#151)
-- The ticket clerk (scripts/Museum1F.asm Museum1FScientist1Text):
-- Y50, once; declining at the rope walks you back out.
local function museumClerk(game, ow, done, onDecline)
local TextBox = require("src.render.TextBox")
local t = game.data.text or {}
local ChoiceBox = require("src.ui.ChoiceBox")
if game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
game.stack:push(TextBox.new(game,
"Take your time,\nand enjoy it all!", done))
return
end
-- scripts/Museum1F.asm:72
local money = function() return game.save.money end
game.stack:push(TextBox.new(game,
t._Museum1FScientist1WouldYouLikeToComeInText
or "It's ¥50 for a\nchild's ticket.\fWould you like to\ncome in?",
nil, { money = money, choice = function(yes)
"It's ¥50 for a\nchild's ticket.\fWould you like to\ncome in?", function()
game.stack:push(ChoiceBox.new(game, function(yes)
if yes and game.save.money >= 50 then
game.save.money = game.save.money - 50
game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET = true
-- scripts/Museum1F.asm:106
game.stack:push(TextBox.new(game,
t._Museum1FScientist1ThankYouText or "Right, ¥50!\nThank you!", done,
{ money = money }))
"Right, ¥50!\nThank you!", done))
elseif yes then
game.stack:push(TextBox.new(game,
"You don't have\nenough money.", onDecline or done, { money = money }))
"You don't have\nenough money.", onDecline or done))
else
game.stack:push(TextBox.new(game,
"Come again!", onDecline or done, { money = money }))
"Come again!", onDecline or done))
end
end }))
end))
end))
end
M.MUSEUM_1F = {
@@ -737,7 +563,7 @@ M.MUSEUM_1F = {
if y == 4 and (x == 9 or x == 10)
and not game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
museumClerk(game, ow, nil, function()
ow:scriptMove(ow.player, "down", 1)
ow:scriptMove(ow.player, "right", 1)
end)
return true
end
@@ -933,7 +759,7 @@ M.CINNABAR_LAB_FOSSIL_ROOM = {
-- #118: do not raise mon.level until a paid retrieve (pokered reverts
-- wDayCareMonBoxLevel on .leaveMonInDayCare). Fold pending steps into
-- mon.exp once and clear them so a second talk cannot re-apply the same
-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here --
-- walk. Fill {RAM:wNameBuffer}/{RAM:wDayCareMonName}/{NUM:...} here
-- TextBox.TOKENS.RAM only knows wStringBuffer.
-- -------------------------------------------------------------------
+193 -454
View File
@@ -111,9 +111,8 @@ M.POKEMON_TOWER_5F = {
--
-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
-- Silph Scope check at the trigger -- the scope only decides whether the
-- disguise sticks (IsGhostBattle -> makeGhost: "too scared to move", balls
-- dodged) or comes off in the unveil (makeUnveiledGhost, #492). An earlier
-- version of this port turned the player back
-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
-- balls dodged). An earlier version of this port turned the player back
-- without the scope and never opened the battle, which made 6F
-- impassable on any route that skips Rocket Hideout; vanilla lets the
-- battle open and a POKE_DOLL end it (see wBattleResult below).
@@ -129,18 +128,7 @@ M.POKEMON_TOWER_6F = {
t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "MAROWAK", 30)
-- ItemUseBall .notOldManBattle (item_effects.asm:166-175): a ball
-- thrown on POKEMON_TOWER_6F at the RESTLESS SOUL is dodged whether
-- or not the scope revealed it, so the "can't be caught" state rides
-- the battle instead of IsGhostBattle alone (#444)
battle.noCatch = true
-- InitWildBattle enters disguised for the RESTLESS SOUL either way
-- (core.asm:6698-6700). The scope does not skip the disguise, it
-- buys the unveil PrintBeginningBattleText .isMarowak plays over it
-- before the battle proceeds as an ordinary wild one (#492).
if game.save.inventory.SILPH_SCOPE then
battle:makeUnveiledGhost()
else
if not game.save.inventory.SILPH_SCOPE then
battle:makeGhost()
end
battle.onFinish = function(result)
@@ -151,27 +139,9 @@ M.POKEMON_TOWER_6F = {
-- trick, and the speedrun route this bot follows depends on it.
if result == "win" or battle.pokeDollEscape then
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
-- PokemonTower6FMarowakDepartedText (scripts/PokemonTower6F.asm)
-- is two texts, not one: the CUBONE's-mother line first, then
-- PlayCry RESTLESS_SOUL (EQU MAROWAK, constants/pokemon_constants
-- .asm:209) + WaitForSoundToFinish + DelayFrames 30 before the
-- calmed line; the port dropped the first text and the cry
-- (#867). play_cry arms the next show_text, so the cry rides
-- the calmed box's open with the button prompt kept, and the
-- wait row stands in for the asm's 30-frame gap.
local rows = {
{ "show_text", t._PokemonTower6FGhostWasCubonesMotherText
or "The GHOST was the\nrestless soul of\vCUBONE's mother!" },
{ "play_cry", "MAROWAK", true },
{ "wait", 30 },
{ "show_text", t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!" },
}
if ow.runner then
ow.runner:run(rows)
elseif ow.queueScript then
ow:queueScript(rows)
end
game.stack:push(TextBox.new(game,
t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
elseif result ~= "lose" then
-- .did_not_defeat: one simulated step right, off the trigger,
-- so fleeing does not leave you standing on a cell that
@@ -212,16 +182,17 @@ M.POKEMON_TOWER_6F = {
-- preFrames: the shake's lead-in delays -- ShakeElevator's own Delay3s
-- come to 9 frames; Silph/Rocket's ...ShakeScript prefixes another
-- Delay3 (12) while CeladonMartElevatorShakeScript farjps straight in
-- The panel is a bg_event, not a map-entry script: data/maps/objects/
-- CeladonMartElevator.asm has `bg_event 3, 0, TEXT_CELADONMARTELEVATOR`
-- and CeladonMartElevatorText is what runs DisplayElevatorFloorMenu, so
-- the menu waits for the player to face the panel and press A (#395).
-- Map entry only stores the car's exit warps (CeladonMartElevator
-- StoreWarpEntriesScript), which is elevatorSeedExit below.
-- After the ride the original does NOT jump-cut to the floor: choosing a
-- floor rewrites the elevator car's own warp entries (wWarpEntries, via
-- .UpdateWarp) to the chosen floor's exit warp and returns control, and
-- the player walks out of the car onto that warp themselves.
-- floor in engine/events/elevator.asm DisplayElevatorFloorMenu rewrites
-- the elevator car's own warp entries (wWarpEntries, via .UpdateWarp) to
-- the chosen floor's exit warp, then the player walks out of the car onto
-- that warp themselves (scripts/SilphCoElevator.asm etc.). Reproduce
-- that here: rewrite the car's exit warps, then drive a short scripted
-- walk-out onto an exit tile and take the (now rewritten) warp, reusing
-- ow:scriptMove / ow:takeWarp (the Oak-escort primitives).
local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right = { 1, 0 } }
local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
local WALK_ORDER = { "up", "down", "left", "right" }
-- .UpdateWarp: point EVERY car exit warp at the same floor's elevator
-- door (warp id, map id). Shared generated map data, but the car's
@@ -234,6 +205,46 @@ local function elevatorSetExit(ow, floor)
end
end
local function elevatorWalkOut(ow, floor)
local m, p = ow.map, ow.player
elevatorSetExit(ow, floor)
-- leave by the exit tile under the player (they warped in onto one),
-- else the nearest
local door
for _, w in ipairs(m.def.warps) do
if w.x == p.cellX and w.y == p.cellY then door = w break end
end
if not door then
local best
for _, w in ipairs(m.def.warps) do
local d = math.abs(w.x - p.cellX) + math.abs(w.y - p.cellY)
if not best or d < best then best, door = d, w end
end
end
-- the car interior sits on the door's walkable side; "out" is the
-- doorway direction (the map edge for Silph/Celadon, the top doorway
-- for the Rocket car). Fixed direction order keeps the step
-- deterministic when a door tile has several walkable neighbours
-- (Silph/Celadon step up into the car, the Rocket car steps down).
local into
for _, dir in ipairs(WALK_ORDER) do
local v = WALK_DIRVEC[dir]
local nx, ny = door.x + v[1], door.y + v[2]
if m:inBounds(nx, ny) and m:isWalkableCell(nx, ny) then into = dir break end
end
into = into or "up"
local out = WALK_OPP[into]
local function leave()
ow:takeWarp(door) -- door SFX + warp to the rewritten floor target
end
-- step one tile into the car, then walk back through the doorway onto
-- the exit tile and take the warp: a visible walk-out on valid tiles
-- for either door orientation, instead of a jump cut
ow:scriptMove(p, into, 1, function()
ow:scriptMove(p, out, 1, leave)
end)
end
local function elevatorFloors(elevatorMapId, game)
local floors = {}
for mapId, def in pairs(game.data.maps) do
@@ -261,9 +272,9 @@ local function elevatorFloors(elevatorMapId, game)
end
local function elevatorSeedExit(ow, floors, fromMapId)
-- Seed a walk-out destination on entry (before the panel is ever
-- read): entry floor when known, else the first listed floor (1F).
-- Choosing a floor rewrites it again; B-cancel / no-key leave
-- Seed a walk-out destination before the menu (or key-gate text):
-- entry floor when known, else the first listed floor (1F). Choosing
-- a floor still rewrites via elevatorWalkOut; B-cancel / no-key leave
-- keeps this seed so walking out of the car cannot hit a missing ROM
-- placeholder (#123) or the car's static default floor (#90: Rocket
-- Hideout defaults to B1F even when entered from B2F/B4F).
@@ -277,68 +288,68 @@ local function elevatorSeedExit(ow, floors, fromMapId)
return exitFloor
end
local function elevator(elevatorMapId, panelText, keyGate, preFrames)
-- the panel bg_event: DisplayElevatorFloorMenu runs from this text
-- script, never from map entry (#395)
local function panel(game, ow, npc, done)
done = done or function() end
local floors = elevatorFloors(elevatorMapId, game)
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
-- a-key line and shows no floor menu
-- (scripts/RocketHideoutElevator.asm).
if keyGate and not game.save.inventory[keyGate.item] then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text[keyGate.text] or "It appears to\nneed a key.", done))
return
end
local items = {}
for _, f in ipairs(floors) do
table.insert(items, { label = f.token, value = f })
end
local ListMenu = require("src.ui.ListMenu")
game.stack:push(ListMenu.new(game, "WHICH FLOOR?", items, {
onChoose = function(item, list)
list:close()
-- the whole ShakeElevator ride runs in place -- music stop, 100
-- collision-thud scroll bounces, the PA chime -- and only then
-- does .UpdateWarp's rewrite land, with the player still stood
-- at the panel: they walk out to the car door themselves
local ElevatorShake = require("src.world.ElevatorShake")
game.stack:push(ElevatorShake.new(game, ow, {
preFrames = preFrames,
onDone = function()
elevatorSetExit(ow, item.value)
done()
end,
}))
end,
onCancel = function()
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
-- happens, the player just stays in the car (exit warps were
-- already seeded on entry)
done()
end,
}))
end
local function elevator(elevatorMapId, keyGate, preFrames)
return {
-- fromMapId: the floor the player just left (setMap passes it), so a
-- B-cancel can still walk out onto a real map. Silph's ROM car warps
-- default to UNUSED_MAP_ED, which is not in Data.maps -- Warp.resolve
-- asserted and hard-crashed (#123).
onEnter = function(game, ow, fromMapId)
elevatorSeedExit(ow, elevatorFloors(elevatorMapId, game), fromMapId)
local floors = elevatorFloors(elevatorMapId, game)
elevatorSeedExit(ow, floors, fromMapId)
-- Rocket Hideout: without LIFT_KEY the panel only prints the need-
-- a-key line (scripts/RocketHideoutElevator.asm). Exit warps are
-- still seeded above so walking out returns to the entry floor
-- instead of the car's ROM default (B1F) — #90 / #105.
if keyGate and not game.save.inventory[keyGate.item] then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text[keyGate.text] or "It appears to\nneed a key."))
return
end
local items = {}
for _, f in ipairs(floors) do
table.insert(items, { label = f.token, value = f })
end
local ListMenu = require("src.ui.ListMenu")
game.stack:push(ListMenu.new(game, "WHICH FLOOR?", items, {
onChoose = function(item, list)
list:close()
-- the map-entry Transition (startWarpTo) calls onEnter from
-- its OWN midpoint callback, so this menu was pushed on top
-- of that still-active Transition; only the top state
-- updates, so it froze mid-fade instead of finishing. Left
-- alone it would resurface after the ride and play a stray
-- fade at the wrong time -- pop it now, before it can happen.
local Transition = require("src.render.Transition")
if getmetatable(game.stack:top()) == Transition then
game.stack:pop()
end
-- the whole ShakeElevator ride runs in place -- music stop,
-- 100 collision-thud scroll bounces, the PA chime -- and only
-- then does the player walk out of the car onto the chosen
-- floor (elevatorWalkOut rewrites the car's exit warps first)
local ElevatorShake = require("src.world.ElevatorShake")
game.stack:push(ElevatorShake.new(game, ow, {
preFrames = preFrames,
onDone = function()
elevatorWalkOut(ow, item.value)
end,
}))
end,
onCancel = function()
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
-- happens, the player just stays in the car (exit warps were
-- already seeded to the entry floor above)
end,
}))
end,
talk = { [panelText] = panel },
}
end
M.SILPH_CO_ELEVATOR = elevator("SILPH_CO_ELEVATOR",
"TEXT_SILPHCOELEVATOR_ELEVATOR")
M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR",
"TEXT_CELADONMARTELEVATOR", nil, 9)
M.SILPH_CO_ELEVATOR = elevator("SILPH_CO_ELEVATOR")
M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR", nil, 9)
M.ROCKET_HIDEOUT_ELEVATOR = elevator("ROCKET_HIDEOUT_ELEVATOR",
"TEXT_ROCKETHIDEOUTELEVATOR",
{ item = "LIFT_KEY", text = "_RocketHideoutElevatorAppearsToNeedKeyText" })
-- -------------------------------------------------------------------
@@ -378,38 +389,6 @@ M.ROCKET_HIDEOUT_B4F = {
end))
end,
-- Yellow swaps Rocket1/Rocket2 for Jessie & James and keeps a single
-- grunt, spelled ROCKETHIDEOUTB4F_ROCKET / TEXT_ROCKETHIDEOUTB4F_ROCKET
-- (pokeyellow/scripts/RocketHideoutB4F.asm), so the Red/Blue key above
-- never matched there and the LIFT KEY never dropped (#552, a
-- regression of #105). Yellow also moves the drop off the second
-- talk: RocketHideoutB4FRocketEndBattleText is text_promptbutton +
-- text_asm, so its SetEvent EVENT_ROCKET_DROPPED_LIFT_KEY / ShowObject
-- TOGGLE_ROCKET_HIDEOUT_B4F_ITEM_5 run the instant the battle ends.
TEXT_ROCKETHIDEOUTB4F_ROCKET = function(game, ow, npc, done)
if not ow:trainerDefeated(npc) then
ow:engageTrainer(npc, function()
-- engageTrainer records the win before it calls back, so this
-- is the end-battle text's SetEvent + ShowObject
if ow:trainerDefeated(npc)
and not game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY then
game.save.flags.EVENT_ROCKET_DROPPED_LIFT_KEY = true
local Commands = require("src.script.Commands")
Commands.show_object(
{ game = game, save = game.save, overworld = ow },
"ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_LIFT_KEY")
end
done()
end)
return
end
-- RocketHideoutB4FRocketAfterBattleText: later talks only reprint
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._RocketHideoutB4FRocketAfterBattleText
or "Oh no! I dropped\nthe LIFT KEY!", done))
end,
TEXT_ROCKETHIDEOUTB4F_GIOVANNI = function(game, ow, npc, done)
-- Giovanni has no trainer-header row (def_trainers 2); his text_asm
-- owns both the engage and the BeatGiovanniScript aftermath.
@@ -535,14 +514,6 @@ M.GAME_CORNER = {
done()
return
end
-- GameCornerRocketText hands the battle its own loss line through
-- SaveEndBattleTextPointers (.BattleEndText ->
-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
-- prints it ON the battle screen between TrainerDefeatedText and
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
-- He is a text_asm trainer with no def_trainers header, so there is no
-- header.won for engageTrainer to find and the line has to be handed
-- over here or it never shows at all (#862).
ow:engageTrainer(npc, function()
if not ow:trainerDefeated(npc) then
done()
@@ -553,329 +524,129 @@ M.GAME_CORNER = {
game.data.text._GameCornerRocketAfterBattleText
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
function()
-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
-- picks the exit walk from where the player is standing, because
-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
-- from the south) or wXCoord == 8 (from the west) leaves the row
-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
-- RIGHT; otherwise the player is east of him on (10,5) and
-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
-- and right again to go AROUND him. pokeyellow's copy of the
-- around-path takes one extra RIGHT on the lower row before coming
-- back up (it also has to clear Pikachu); both versions end on
-- (15,5). He never steps UP: (9,4) is the poster wall, which is
-- where the old single UP step sent him.
local px = ow.player and ow.player.cellX
local py = ow.player and ow.player.cellY
local path
if py == 6 or px == 8 then
path = { { "right", 5 } }
elseif require("src.core.GameVersion").isYellow() then
path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
else
path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
end
-- GameCornerRocketExitScript only HideObjects him once
-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
-- scriptMove locks player input (#scriptMoves>0) and ignores
-- collision, so the despawn + unfreeze (done) ride the final step.
local function step(i)
if i > #path then
hideRocket()
done()
return
end
ow:scriptMove(npc, path[i][1], path[i][2],
function() step(i + 1) end)
end
step(1)
hideRocket()
done()
end))
end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
end)
end,
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
-- object const and from every one of his text labels
-- (GameCornerClerkText, pokeyellow/scripts/GameCorner.asm) with an
-- identical body, so each line resolves under both spellings and the
-- handler is bound to both text ids just below (#552).
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local ChoiceBox = require("src.ui.ChoiceBox")
local t = game.data.text
local function line(suffix, fallback)
return t["_GameCornerClerk1" .. suffix]
or t["_GameCornerClerk" .. suffix]
or fallback
end
-- GameCornerDrawCoinBox (scripts/GameCorner.asm; pokeyellow's copy is
-- identical): TextBoxBorder at hlcoord 11,0 with b=5 c=7, a 9x7-tile
-- window in the top right holding MONEY at (12,2) over the amount on
-- row 3 and COIN at (12,4) over the count on row 5. Both
-- PrintBCDNumber calls pass LEADING_ZEROES, whose bit 7 SUPPRESSES
-- leading zeroes (home/print_bcd.asm), and neither passes LEFT_ALIGN,
-- so both numbers read plain and right-aligned against the inner edge
-- at column 18. The asm draws the box before the offer and redraws it
-- after the purchase, so it stands for the whole exchange: a draw-only
-- state under the dialogue gets that lifetime, since StateStack draws
-- every state above the last opaque one and updates only the top
-- (src/core/StateStack.lua), and reading save each frame is the
-- redraw (#624).
local coinBox = { draw = function()
Font.drawBox(11, 0, 9, 7)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("MONEY"), 96, 16)
local money = ("¥%d"):format(game.save.money or 0)
Font.draw(money, 152 - Font.width(money), 24)
Font.draw(Strings("COIN"), 96, 32)
local coins = ("%d"):format(game.save.coins or 0)
Font.draw(coins, 152 - Font.width(coins), 40)
love.graphics.setColor(1, 1, 1, 1)
end }
game.stack:push(coinBox)
-- Every branch below finishes here. A TextBox pops itself before its
-- onDone runs, so the coin box is top of the stack again by then and
-- this pop takes it down, never someone else's state.
local function finish()
game.stack:pop()
done()
end
-- YesNoChoice is called with the offer still printed, so the prompt
-- has to ride the open text box (opts.choice) instead of being pushed
-- after it closes, which is what made the question vanish (#624).
game.stack:push(TextBox.new(game,
line("DoYouNeedSomeGameCoinsText",
"Do you need some\ngame coins?\f¥1000 for 50."),
nil, { choice = function(yes)
(t._GameCornerClerk1DoYouNeedSomeGameCoinsText
or "Do you need some\ngame coins?\f¥1000 for 50."), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
game.stack:push(TextBox.new(game,
line("PleaseComePlaySometimeText",
"No? Please come\nplay sometime!"), finish))
t._GameCornerClerk1PleaseComePlaySometimeText
or "No? Please come\nplay sometime!", done))
return
end
-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
-- the COIN CASE and room for at least 9 coins (Has9990Coins)
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
line("DontHaveCoinCaseText",
"You don't have a\nCOIN CASE!"), finish))
t._GameCornerClerk1DontHaveCoinCaseText
or "You don't have a\nCOIN CASE!", done))
return
end
if (game.save.coins or 0) >= 9990 then
game.stack:push(TextBox.new(game,
line("CoinCaseIsFullText",
"Oops! Your COIN\nCASE is full."), finish))
t._GameCornerClerk1CoinCaseIsFullText
or "Oops! Your COIN\nCASE is full.", done))
return
end
if game.save.money < 1000 then
game.stack:push(TextBox.new(game,
line("CantAffordTheCoinsText",
"You can't afford\nthe coins!"), finish))
t._GameCornerClerk1CantAffordTheCoinsText
or "You can't afford\nthe coins!", done))
return
end
game.save.money = game.save.money - 1000
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
-- the thanks text is the plain _GameCornerClerk1ThanksHereAre50-
-- CoinsText; the new count belongs in the coin box the asm
-- redraws here, not appended to the line (#624)
game.stack:push(TextBox.new(game,
line("ThanksHereAre50CoinsText",
"Thanks! Here are\nyour 50 coins!"), finish))
end }))
(t._GameCornerClerk1ThanksHereAre50CoinsText
or "Thanks! Here are\nyour 50 coins!")
.. ("\fCOINS: %d"):format(game.save.coins), done))
end))
end))
end,
},
}
-- Yellow's coin clerk is GAMECORNER_CLERK / TEXT_GAMECORNER_CLERK where Red
-- and Blue spell him CLERK1, and the two text_asm bodies are identical, so
-- one handler answers both ids. Without the alias the Yellow clerk fell
-- through to his extracted offer line with no yes/no box behind it (#552).
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK =
M.GAME_CORNER.talk.TEXT_GAMECORNER_CLERK1
-- Game Corner prize lists (data/events/prizes.asm, prize_mon_levels.asm).
-- Each counter owns ONE window of three prizes, not the whole catalogue:
-- GetPrizeMenuId (engine/events/prize_menu.asm) subtracts
-- TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 from hTextID and indexes
-- PrizeDifferentMenuPtrs with the result, so vendor 1 sells
-- PrizeMenuMon1Entries, vendor 2 PrizeMenuMon2Entries and vendor 3
-- PrizeMenuTMsEntries (#623). The mon windows and their levels differ per
-- version; the TM window is identical in all three, so it is shared.
-- The six mon prizes differ between Red and Blue; the three TM prizes are
-- identical, so they are shared and appended to each version's mon list.
local PRIZE_TMS = {
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
}
local RED_PRIZE_WINDOWS = {
{
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
},
{
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
},
PRIZE_TMS,
local RED_PRIZES = {
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
}
local BLUE_PRIZE_WINDOWS = {
{
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
},
{
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
},
PRIZE_TMS,
}
-- Yellow keeps the three windows but restocks both mon counters
-- (pokeyellow/data/events/prizes.asm, prize_mon_levels.asm)
local YELLOW_PRIZE_WINDOWS = {
{
{ kind = "mon", species = "ABRA", level = 15, cost = 230 },
{ kind = "mon", species = "VULPIX", level = 18, cost = 1000 },
{ kind = "mon", species = "WIGGLYTUFF", level = 22, cost = 2680 },
},
{
{ kind = "mon", species = "SCYTHER", level = 30, cost = 6500 },
{ kind = "mon", species = "PINSIR", level = 30, cost = 6500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
},
PRIZE_TMS,
local BLUE_PRIZES = {
{ kind = "mon", species = "ABRA", level = 6, cost = 120 },
{ kind = "mon", species = "CLEFAIRY", level = 12, cost = 750 },
{ kind = "mon", species = "NIDORINO", level = 17, cost = 1200 },
{ kind = "mon", species = "PINSIR", level = 20, cost = 2500 },
{ kind = "mon", species = "DRATINI", level = 24, cost = 4600 },
{ kind = "mon", species = "PORYGON", level = 18, cost = 6500 },
PRIZE_TMS[1], PRIZE_TMS[2], PRIZE_TMS[3],
}
local function prizeWindow(n)
local GameVersion = require("src.core.GameVersion")
local windows = RED_PRIZE_WINDOWS
if GameVersion.isBlue() then
windows = BLUE_PRIZE_WINDOWS
elseif GameVersion.isYellow() then
windows = YELLOW_PRIZE_WINDOWS
end
return windows[n]
local function activePrizes()
return require("src.core.GameVersion").isBlue() and BLUE_PRIZES or RED_PRIZES
end
-- Prize counters (engine/events/prize_menu.asm CeladonPrizeMenu; the prize
-- list itself is data/events/prizes.asm, prize_mon_levels.asm). Gen1 gates
-- the prize window on the COIN CASE: it does IsItemInBag COIN_CASE first, and
-- with no case prints RequireCoinCaseText and returns without ever opening a
-- window; only with the case does it print ExchangeCoinsForPrizesText and then
-- show the prizes. #194: the port used to open the window unconditionally and
-- skip both text boxes. wMaxMenuItem is 3, i.e. this window's three prizes
-- plus the NO THANKS row, and HandlePrizeChoice confirms the pick with
-- SoYouWantPrizeText + YesNoChoice before any coins move; every branch then
-- rets out of CeladonPrizeMenu, so one transaction ends the conversation and
-- buying again means talking to the counter again (#623).
local function prizeCounter(window)
return function(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local TextBox = require("src.render.TextBox")
local t = game.data.text
-- IsItemInBag COIN_CASE: without the case, deny and open no window
-- (COIN_CASE is a numeric count in save.inventory, nil when absent).
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
t._RequireCoinCaseText or "A COIN CASE is\nrequired!", done))
return
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local items = {}
for _, p in ipairs(activePrizes()) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
-- ExchangeCoinsForPrizesText plays before the prize window opens.
game.stack:push(TextBox.new(game,
t._ExchangeCoinsForPrizesText or "We exchange your\ncoins for prizes.",
function()
local items = {}
for _, p in ipairs(prizeWindow(window)) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items,
{ label = label, right = tostring(p.cost), value = p })
end
-- NoThanksText (data/events/prizes.asm) sits under the three prizes
table.insert(items, { label = "NO THANKS" })
local list
-- close the window first: every ending in HandlePrizeChoice leaves
-- the menu for good, and the closing line belongs over the map
local function finish(msg)
list:close()
game.stack:push(TextBox.new(game, msg, done))
end
local function buy(p)
if (game.save.coins or 0) < p.cost then
finish(t._SorryNeedMoreCoinsText or "Sorry, you need\nmore coins.")
return
end
-- HasEnoughCoins passed, so hand the prize over first and only
-- subtract once it landed: the asm rets before .subtractCoins when
-- the bag is full, or when both the party and every box are full
local roomless = t._OopsYouDontHaveEnoughRoomText
or "Oops! You don't\nhave enough room."
if p.kind == "mon" then
-- no runner here, so give_pokemon reports through ctx.lastCheck
-- and skips the AskName prompt (Commands.give_pokemon)
local ctx = { save = game.save, game = game }
Commands.give_pokemon(ctx, p.species, p.level)
if not ctx.lastCheck then
finish(roomless)
return
end
elseif not require("src.inventory.Bag").add(
game.save, p.item, 1, game.data) then
finish(roomless)
return
end
game.save.coins = game.save.coins - p.cost
-- no thank-you line: HereYouGoText is unreferenced in the asm,
-- which just redraws the coin box (PrintPrizePrice) and returns
list:close()
done()
end
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if not p then -- NO THANKS is the B exit (cp 3 -> .noChoice)
list:close()
done()
return
end
local name = (p.kind == "mon")
and game.data.pokemon[p.species].name
or game.data.items[p.item].name
-- SoYouWantPrizeText names the prize out of wNameBuffer, which
-- is not one of TextBox's RAM tokens, so fill it in here
local ask = (t._SoYouWantPrizeText
or "So, you want\n{RAM:wNameBuffer}?")
:gsub("{RAM:wNameBuffer}", name)
game.stack:push(TextBox.new(game, ask, nil, {
choice = function(yes)
if not yes then
finish(t._OhFineThenText or "Oh, fine then.")
return
end
buy(p)
end,
}))
end,
onCancel = done,
})
game.stack:push(list)
end))
table.insert(items, { label = label, right = tostring(p.cost), value = p })
end
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
end
M.GAME_CORNER_PRIZE_ROOM = {
talk = { -- the three prize counters are bg events, one window each
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter(1),
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter(2),
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter(3),
talk = { -- the three prize counters are bg events
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
},
}
@@ -893,16 +664,6 @@ local DOCK_SHIP_BLOCKS = {
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
}
-- her four hull columns bow-to-stern (upper-half / lower-half block ids)
-- and the open-water ids of the rows she sits in
local DOCK_SHIP_COLUMNS = {
{ bx = 5, top = 4, bottom = 8 },
{ bx = 6, top = 5, bottom = 9 },
{ bx = 7, top = 6, bottom = 10 },
{ bx = 8, top = 7, bottom = 11 },
}
local DOCK_WATER_TOP, DOCK_WATER_BOTTOM = 1, 13
M.VERMILION_DOCK = {
onEnter = function(game, ow)
local Flags = require("src.script.Flags")
@@ -937,39 +698,17 @@ M.VERMILION_DOCK = {
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
end
puff(3, 15)
-- VermilionDock_EraseSSAnne deliberately leaves the blocks under the
-- player alone ("south of the player and won't be redrawn"), so skip
-- his own block: he must not spend the walk-out standing on water
local pbx = math.floor(ow.player.cellX / 2)
local pby = math.floor(ow.player.cellY / 2)
local rows = {}
local function setBlock(bx, by, block)
if bx < 1 or bx > 8 then return end
if bx == pbx and by == pby then return end
rows[#rows + 1] = { "replace_block", bx, by, block }
end
rows[#rows + 1] = { "wait", 120 }
rows[#rows + 1] = { "wait", 100 }
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
-- .shift_columns_up slides her tile columns west behind a mid-frame
-- rSCX split; with no split scroll here she sails one block per beat
-- and the water closes in astern (#360)
for step = 1, 8 do
for _, col in ipairs(DOCK_SHIP_COLUMNS) do
setBlock(col.bx - step, 1, col.top)
setBlock(col.bx - step, 2, col.bottom)
end
setBlock(9 - step, 1, DOCK_WATER_TOP)
setBlock(9 - step, 2, DOCK_WATER_BOTTOM)
rows[#rows + 1] = { "wait", 20 }
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
end
-- the second horn as she clears the dock, then EraseSSAnne's 120
-- frames before the walk out
rows[#rows + 1] = { "play_sound", "SS_Anne_Horn" }
rows[#rows + 1] = { "wait", 120 }
rows[#rows + 1] = { "wait", 30 }
rows[#rows + 1] = { "move_player", "up", 2 }
-- no keepMusic on this warp: Music_Surfing belongs to the dock's
-- cutscene, and VERMILION_CITY's own theme has to take over as the
-- player crosses in (EnterMap's PlayDefaultMusic)
-- keep Music_Surfing across the city warp (pokered stays on it
-- through the exit-ship walk)
rows[#rows + 1] = { "play_music", "Music_Surfing", { keep = true } }
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
rows[#rows + 1] = { "move_player", "up", 2 }
ow:queueScript(rows)
+66 -145
View File
@@ -8,35 +8,21 @@ local M = {}
local function text(game) return game.data.text end
local function push(game, s, done, opts)
local function push(game, s, done)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, done, opts))
game.stack:push(TextBox.new(game, s, done))
end
-- The question stays on screen under the YES/NO menu. The dojo prize
-- balls are the clearest case: FightingDojoHitmonleePokeBallText
-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
-- (engine/menus/text_box.asm) puts the menu above the dialogue box
-- rather than replacing it. Ride TextBox's opts.choice, the same as
-- Commands.ask, instead of popping the box with an A press and leaving a
-- bare ChoiceBox over the overworld (#854).
local function ask(game, s, cb)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
end
-- fill text placeholders; key on the hram/wram symbol first, since one
-- string can carry two different NUM slots (#1006)
-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
local function fill(s, subs)
s = s:gsub("{PLAYER}", subs.player or "")
s = s:gsub("{NUM:([%w_]*)[^}]*}", function(name)
return tostring(subs[name] or subs.num or "")
end)
s = s:gsub("{RAM:([%w_]*)[^}]*}", function(name)
return subs[name] or subs.ram or ""
end)
s = s:gsub("{NUM:[^}]*}", function() return tostring(subs.num or "") end)
s = s:gsub("{RAM:[^}]*}", function() return subs.ram or "" end)
return s
end
@@ -51,15 +37,16 @@ local function countOwned(save)
return n
end
local function oaksAide(threshold, itemId, repeatText)
local function oaksAide(threshold, itemId)
return function(game, ow, npc, done)
local t = text(game)
local flags = game.save.flags
local itemName = game.data.items[itemId].name
local flag = "EVENT_GOT_" .. itemId
if flags[flag] then
push(game, t[repeatText] or
fill("I already gave\nyou the {RAM:}!", { ram = itemName }), done)
push(game, fill(t._OaksAideComeBackText or
"I already gave\nyou the {RAM:}!",
{ num = threshold, ram = itemName }), done)
return
end
ask(game, fill(t._OaksAideHiText or
@@ -87,28 +74,22 @@ local function oaksAide(threshold, itemId, repeatText)
{ ram = itemName, player = game.save.player.name }), done)
end)
else
-- .notEnoughOwnedMons prints owned then requirement, two counts
push(game, fill(t._OaksAideUhOhText or
"You have only\ncaught {NUM:}!",
{ num = owned, ram = itemName,
hOaksAideNumMonsOwned = owned,
hOaksAideRequirement = threshold }), done)
{ num = owned, ram = itemName }), done)
end
end)
end
end
M.ROUTE_2_GATE = {
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH",
"_Route2GateOaksAideFlashExplanationText") },
talk = { TEXT_ROUTE2GATE_OAKS_AIDE = oaksAide(10, "HM_FLASH") },
}
M.ROUTE_11_GATE_2F = {
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER",
"_Route11Gate2FOaksAideItemfinderDescriptionText") },
talk = { TEXT_ROUTE11GATE2F_OAKS_AIDE = oaksAide(30, "ITEMFINDER") },
}
M.ROUTE_15_GATE_2F = {
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL",
"_Route15Gate2FOaksAideExpAllText") },
talk = { TEXT_ROUTE15GATE2F_OAKS_AIDE = oaksAide(50, "EXP_ALL") },
}
-- -------------------------------------------------------------------
@@ -142,7 +123,7 @@ M.MT_MOON_POKECENTER = {
local Commands = require("src.script.Commands")
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
"MAGIKARP", 5)
push(game, t._GotMonText or "{PLAYER} got\n{RAM:wNameBuffer}!", done)
push(game, ("%s got a\nMAGIKARP!"):format(game.save.player.name), done)
end)
end,
},
@@ -153,70 +134,32 @@ M.MT_MOON_POKECENTER = {
-- Karate Master, take HITMONLEE or HITMONCHAN (the other disappears)
-- -------------------------------------------------------------------
-- ownBall/otherBall keep their spots for signature symmetry; only ownBall
-- is ever hidden (Gen1 removes just the chosen ball).
local function dojoBall(species, ownBall, otherBall, askKey)
return function(game, ow, npc, done)
local t = text(game)
local flags = game.save.flags
-- Already took one prize: the OTHER ball is still on the mat, so
-- talking to it now gives the "Better not get greedy..." refusal
-- (FightingDojo.asm .gotThePokemon / _FightingDojoBetterNotGetGreedyText),
-- not a silent no-op (#197).
if flags.EVENT_GOT_HITMONLEE or flags.EVENT_GOT_HITMONCHAN then
push(game, t._FightingDojoBetterNotGetGreedyText
or "Better not get\ngreedy...", done)
done()
return
end
if not flags.EVENT_BEAT_KARATE_MASTER then
push(game, "You'll have to\nbeat the master\nfirst!", done)
return
end
-- Examining a ball shows that species' POKéDEX entry first
-- (DisplayPokedex in FightingDojo.asm, which also marks it seen),
-- then the yes/no take-it prompt (#853).
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.mark_seen(ctx, species)
local DexEntryMenu = require("src.ui.DexEntryMenu")
game.stack:push(DexEntryMenu.new(game, species, function()
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
if not yes then done() return end
flags["EVENT_GOT_" .. species] = true
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end))
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
if not yes then done() return end
flags["EVENT_GOT_" .. species] = true
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.give_pokemon(ctx, species, 30)
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
Commands.hide_object(ctx, "FIGHTING_DOJO", otherBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end
end
-- FightingDojoDefaultScript does not use the Master's facing direction for
-- this battle. It checks exactly the cell left of him, turns both sprites
-- toward one another, and then displays his trainer text. Keeping this out
-- of trainer sight also lets him keep his original downward-facing pose.
local function dojoMasterGate(game, ow, x, y)
if x ~= 4 or y ~= 3 or game.save.flags.EVENT_BEAT_KARATE_MASTER then
return false
end
local master
for _, npc in ipairs(ow.npcs) do
if npc.def and npc.def.name == "FIGHTINGDOJO_KARATE_MASTER" then
master = npc
break
end
end
if not master or ow:trainerDefeated(master) then return false end
ow.player.facing = "right"
master:facePlayer(ow.player)
ow:engageTrainer(master)
return true
end
M.FIGHTING_DOJO = {
talk = {
TEXT_FIGHTINGDOJO_HITMONLEE_POKE_BALL =
@@ -228,22 +171,6 @@ M.FIGHTING_DOJO = {
"FIGHTINGDOJO_HITMONLEE_POKE_BALL",
"_FightingDojoHitmonchanPokeBallText"),
},
-- The two dojo posters on the north wall (FightingDojo.asm bg_events at
-- the top of the room, cells (4,0)/(5,0) directly above the prize balls)
-- print _EnemiesOnEverySideText. The map extractor dropped the dojo
-- bg_events (signs = {}), so wire the poster read here, the same
-- facing-up + coord shape the mansion switches use. Reachable only once
-- a claimed prize frees the ball cell below the poster (#197).
onInteract = function(game, ow, fx, fy)
if ow.player.facing ~= "up" then return false end
if fy == 0 and (fx == 4 or fx == 5) then
push(game, text(game)._EnemiesOnEverySideText
or "Enemies on every\nside!")
return true
end
return false
end,
onStep = dojoMasterGate,
}
-- -------------------------------------------------------------------
@@ -253,32 +180,27 @@ M.FIGHTING_DOJO = {
M.SILPH_CO_7F = {
talk = {
-- command rows, not a Lua handler: give_pokemon needs a runner to AskName (#1049)
TEXT_SILPHCO7F_SILPH_WORKER_M1 = {
{ "face_player" },
{ "check_flag", "EVENT_GOT_LAPRAS" },
{ "jump_if_true", "has_lapras" },
{ "show_text", "_SilphCo7FSilphWorkerM1HaveThisPokemonText" },
{ "give_pokemon", "LAPRAS", 15 },
{ "jump_if_false", "box_full" },
-- flag ahead of the jingle, like the Celadon EEVEE (#426)
{ "set_flag", "EVENT_GOT_LAPRAS" },
{ "text_sound", "Get_Item1" },
{ "show_text", "_GotMonText", { RAM = "LAPRAS" } },
{ "show_text", "_SilphCo7FSilphWorkerM1LaprasDescriptionText" },
{ "jump", "end" },
{ "label", "box_full" },
{ "show_text", "_BoxIsFullText" },
{ "jump", "end" },
-- SilphCo7F.asm .saved_silph gates the thanks on Giovanni
{ "label", "has_lapras" },
{ "check_flag", "EVENT_BEAT_SILPH_CO_GIOVANNI" },
{ "jump_if_true", "saved" },
{ "show_text", "_SilphCo7FSilphWorkerM1IsOurPresidentOkText" },
{ "jump", "end" },
{ "label", "saved" },
{ "show_text", "_SilphCo7FSilphWorkerM1SavedText" },
},
TEXT_SILPHCO7F_SILPH_WORKER_M1 = function(game, ow, npc, done)
local t = text(game)
if game.save.flags.EVENT_GOT_LAPRAS then
push(game, t._SilphCo7FSilphWorkerM1LaprasDescriptionText
or "How is LAPRAS\ndoing?", done)
return
end
push(game, t._SilphCo7FSilphWorkerM1ThankYouText
or "Thank you for\nsaving us!\fI want you to\nhave this LAPRAS!",
function()
game.save.flags.EVENT_GOT_LAPRAS = true
local Commands = require("src.script.Commands")
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
"LAPRAS", 15)
push(game, ("%s got\nLAPRAS!"):format(game.save.player.name),
function()
push(game, t._SilphCo7FSilphWorkerM1LaprasDescriptionText
or "It's a good\nswimmer!", done)
end)
end)
end,
},
}
@@ -307,11 +229,12 @@ 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, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
end)
end)
end)
end,
@@ -477,6 +400,7 @@ 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)
@@ -488,7 +412,7 @@ M.CELADON_MART_ROOF = {
else
done()
end
end, require("src.render.TextBox").soundOpts(game, "Get_Item1"))
end)
end)
end,
onCancel = done,
@@ -510,28 +434,25 @@ M.ROUTE_24 = {
local flags = game.save.flags
local function battleOrDone()
if ow:trainerDefeated(npc) then
push(game, text(game)._Route24CooltrainerM1YouCouldBecomeATopLeaderText,
done)
push(game, "I hate this!\nMy dreams of\nTEAM ROCKET...", done)
else
ow:engageTrainer(npc, done)
end
end
if not flags.EVENT_GOT_NUGGET then
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
push(game, "Congratulations!\nYou beat our 5\ncontest trainers!\f"
.. "You just earned a\nfabulous prize!", function()
flags.EVENT_GOT_NUGGET = true
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"))
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)
return
end
battleOrDone()
+47 -259
View File
@@ -4,9 +4,9 @@ local M = {}
local function text(game) return game.data.text end
local function push(game, s, done, opts)
local function push(game, s, done)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, done, opts))
game.stack:push(TextBox.new(game, s, done))
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, sopts)
push(game, fill(t[label] or fallback, subs), cb, sopts)
local function say(label, fallback, cb)
push(game, fill(t[label] or fallback, subs), cb)
end
if game.save.flags[opts.flag] then
say(opts.already or opts.explain, "It's a useful\nitem, isn't it?", done)
@@ -39,18 +39,17 @@ local function gift(opts)
end
game.save.flags[opts.flag] = true
local idef = game.data.items[opts.item]
-- the received texts carry sound_get_item_1 / sound_get_key_item, so
-- the jingle only fires once that box has typed out
require("src.core.Sound").play(game.data,
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1")
say(opts.received, "{PLAYER} received\n{RAM:}!", function()
if opts.explain then
say(opts.explain, "", done)
else
done()
end
end, require("src.render.TextBox").soundOpts(game,
(idef and idef.keyItem) and "Get_Key_Item" or "Get_Item1"))
end)
end
if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
if opts.pre then say(opts.pre, "", give) else give() end
end
end
@@ -119,21 +118,11 @@ M.CINNABAR_LAB_METRONOME_ROOM = {
},
}
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher). The fisher's
-- YouCanHaveThisText prints before GiveItem, so this gift needs a pre
-- text (#775). Like the SilphCo2F worker (#393) that label carries no
-- leading underscore, and on Red it sits outside the extractor's symbol
-- set, so the literal from text/ViridianCity.asm rides along as the
-- fallback; Yellow resolves the ROM string instead.
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher; no pre text)
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_FISHER = gift({
flag = "EVENT_GOT_TM42", item = "TM_DREAM_EATER",
pre = "ViridianCityFisherYouCanHaveThisText",
preFallback = "Yawn!\nI must have dozed\voff in the sun."
.. "\fI had this dream\nabout a DROWZEE\veating my dream."
.. "\vWhat's this?\vWhere did this TM\vcome from?"
.. "\fThis is spooky!\nHere, you can\vhave this TM.",
received = "_ViridianCityFisherReceivedTM42Text",
explain = "_ViridianCityFisherTM42ExplanationText",
noRoom = "_ViridianCityFisherTM42NoRoomText",
@@ -146,9 +135,6 @@ M.SILPH_CO_2F = {
talk = {
TEXT_SILPHCO2F_SILPH_WORKER_F = gift({
flag = "EVENT_GOT_TM36", item = "TM_SELFDESTRUCT",
-- the label carries no leading underscore: pokered keeps this one in
-- the script bank, not the far-text bank (#393)
pre = "SilphCo2FSilphWorkerFPleaseTakeThisText",
received = "_SilphCo2FSilphWorkerFReceivedTM36Text",
explain = "_SilphCo2FSilphWorkerFTM36ExplanationText",
noRoom = "_SilphCo2FSilphWorkerFTM36NoRoomText",
@@ -187,20 +173,6 @@ M.ROUTE_18_GATE_2F = {
{ "face_player" },
{ "trade", 6, "EVENT_TRADED_SLOWBRO_FOR_LICKITUNG" }, -- MARC
},
-- Yellow replaces the youngster with a cook trading SPIKE
-- (TANGELA -> PARASECT): pokeyellow/scripts/Route18Gate2F.asm
-- Route18Gate2FCookText runs TRADE_FOR_SPIKE, index 6 in the Yellow
-- TradeMons table that Data:applyVersionedFieldData swaps in. Red
-- maps have no COOK object here and Yellow maps have no YOUNGSTER,
-- so each version only ever fires its own row (#651). Both rows
-- share the Red-flavoured done flag on purpose: a .sav tracks
-- "trade slot 6 completed" in one wCompletedInGameTradeFlags bit
-- either version reads, and the save codec maps that bit to this
-- flag name (src/save_convert/GenSave.lua EXTRA_FLAG_BITS).
TEXT_ROUTE18GATE2F_COOK = {
{ "face_player" },
{ "trade", 6, "EVENT_TRADED_SLOWBRO_FOR_LICKITUNG" }, -- SPIKE (Yellow)
},
},
}
@@ -224,24 +196,14 @@ local function inCoords(coords, x, y)
return false
end
-- coordinate block: show a line and shove the player back one step. pokered
-- shoves with a SIMULATED JOYPAD press (scripts/ViridianCity.asm ViridianCity-
-- CheckGymOpenScript), which runs the normal overworld step pipeline including
-- HandleLedges (engine/overworld/ledges.asm), so the shove must HOP a ledge
-- when one sits in front: the tile below the Viridian Gym door is a down-ledge
-- (#151). Gates with no ledge in front (Cinnabar gym lock at (18,4)) get
-- checkLedgeHop == false and fall back to the plain forced step, unchanged.
-- coordinate block: show a line and push the player back one step
local function stepGate(opts)
return function(game, ow, x, y)
if not inCoords(opts.coords, x, y) then return false end
if not opts.blocked(game) then return false end
require("src.core.Sound").play(game.data, "Denied")
push(game, text(game)[opts.text] or opts.fallback, function()
ow.player.facing = opts.push
if not ow:checkLedgeHop(opts.push) then
ow:scriptMove(ow.player, opts.push, 1)
end
end)
push(game, text(game)[opts.text] or opts.fallback,
function() ow:scriptMove(ow.player, opts.push, 1) end)
return true
end
end
@@ -321,11 +283,7 @@ pewterEscort.guySteps = {
"right", "right", "right",
}
-- Reverse of guySteps with opposite facings, i.e. the gym-to-spawn
-- mirror of RLEList_PewterGymGuy. Kept as the documented inverse that
-- tests/parity_pewter_escort.lua checks; the youngster does NOT walk it
-- home any more, because its first step is LEFT through the player
-- parked on (11,18) (#241). See walkHome below.
-- Walk home: reverse of guySteps with opposite facings (gym → spawn).
do
local opp = { up = "down", down = "up", left = "right", right = "left" }
local ret = {}
@@ -403,50 +361,26 @@ local function pewterGymEscort(game, ow)
local head = plan.guyHeadStart
-- After the walk: face the player, restore map music, "Go take on
-- BROCK", then MovementData_PewterGymGuyExit -- five steps RIGHT out of
-- (12,18), the cell PewterCityYoungsterShowsPlayerGymScript pins him to
-- with SetSpritePosition1 (hSpriteMapXCoord 16 / hSpriteMapYCoord 22,
-- minus the +4 border offset object_event coords carry per
-- macros/scripts/maps.asm) and exactly where the escort leaves him.
-- That lands him on (17,18), the last walkable cell before the fence at
-- (18,18) and one column past the screen edge with the player parked on
-- (11,18). PewterCityHideYoungsterScript then HideObject's him and
-- PewterCityResetYoungsterScript's SetSpritePosition2 + ShowObject put
-- him back on his object_event spawn (35,16) facing DOWN, which is the
-- snap below (the vanish/reappear is off screen, same as the original).
--
-- The old code retraced guyReturnSteps instead, whose first step is
-- LEFT into (11,18) -- the cell the player is standing on -- and
-- scriptMove is a pure tween with no entity test, so he walked straight
-- through Red (#241). There is no honest route home: (17,18) is a
-- dead-end pocket ((18,18) fence, (17,17) wall), which is precisely why
-- the original teleports. guyReturnSteps stays as the documented
-- mirror of RLEList_PewterGymGuy that parity_pewter_escort asserts.
-- Brock victory still HideObject's him.
-- BROCK", then retrace RLEList_PewterGymGuy back to his spawn (35,16).
-- (pokered teleports him via MovementData_PewterGymGuyExit; we walk
-- the same route home instead. Brock victory still HideObject's him.)
local function walkHome()
if not guy then return end
local ret = pewterEscort.guyReturnSteps
local i = 0
local function tick()
i = i + 1
if i > 5 then
-- SetSpritePosition2: same field writes as Commands.place_npc,
-- including the target clear -- a stale targetX/targetY would
-- leave OverworldState:npcAtCell reserving (17,18) forever and
-- silently wall the player out of that pocket.
guy.cellX, guy.cellY = 35, 16
guy.px, guy.py = 35 * 16, 16 * 16
guy.moving = false
guy.targetX, guy.targetY = nil, nil
if not ret[i] then
guy.facing = "down"
return
end
ow:scriptMove(guy, "right", 1, tick)
ow:scriptMove(guy, ret[i], 1, tick)
end
tick()
end
local function afterWalk()
if guy then guy.stepFrames, guy.facing = nil, "left" end
if guy then guy.facing = "left" end
Music.playMap(game.data, "PEWTER_CITY")
push(game, t._PewterCityYoungsterGoTakeOnBrockText
or "Go take on BROCK\nat the GYM first!", walkHome)
@@ -469,11 +403,6 @@ local function pewterGymEscort(game, ow)
end
local function beginWalk()
-- the escort runs the youngster on the player's own frames per cell
-- engine/overworld/movement.asm:737 (DoScriptedNPCMovement)
if guy then
guy.stepFrames = ow.player.stepFramesCur or ow.player.stepFrames
end
Music.play(game.data, "Music_MuseumGuy")
if guy and head > 0 then
local h = 0
@@ -514,12 +443,12 @@ 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, musicOpts)
local function runAmbush(game, ow, rows, playerFacing)
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", nil, musicOpts)
require("src.core.Music").play(game.data, "Music_MeetRival")
ow.runner:run(rows)
return true
end
@@ -529,82 +458,48 @@ end
-- Gym) and again in Viridian Gym; we derive the same windows from the
-- surrounding story flags so old saves work too.
-- Rival1Exit → Viridian (right/down); Rival2Exit → League (left).
-- Both exit lists are keyed on wSavedCoordIndex -- WHICH entry of
-- Route22DefaultScript.Route22RivalBattleCoords the player matched -- not
-- on where the rival ended up. CheckCoords (home/map_objects.asm:107)
-- zeroes wCoordIndex and `inc [hl]` BEFORE each compare, so the first
-- entry reports 1: index 1 is (29,4), index 2 is (29,5).
-- Route22Rival1AfterBattleScript (Route22.asm:175) takes
-- ...ExitMovementData1 on index 1 and ...Data2 otherwise. From the top
-- tile the rival stands BELOW the player on (29,5) and leaves east along
-- row 5; from the bottom tile he stands LEFT of him on (28,5) and has to
-- step UP to row 4 to get around him. The port had the two branches
-- swapped, so the top tile started the walk with UP out of (28,4) into
-- the cliff cell (28,3), which is not walkable (#236).
local function route22ExitDirs(n, py)
if n == 2 then
-- Route22Rival2ExitMovementData1 falls through into ...Data2: LEFT x4
-- from (29,5), LEFT x3 from (28,5), both back onto the spawn (25,5).
if py == 4 then return { "left", "left", "left", "left" } end
if py == 5 then return { "left", "left", "left", "left" } end
return { "left", "left", "left" }
end
-- Route22Rival1ExitMovementData1: (29,5) -> (31,5) -> (31,10)
if py == 4 then
if py == 5 then
return { "right", "right", "down", "down", "down", "down", "down" }
end
-- Route22Rival1ExitMovementData2: (28,5) -> (28,4) -> (31,4) -> (31,10)
return { "up", "right", "right", "right",
"down", "down", "down", "down", "down", "down" }
end
local function route22Scene(n, objIndex, objName, oppClass, baseParty, beatFlag, py)
-- Route22MoveRivalRightScript (Route22.asm:39) walks him RIGHT along his
-- own row from the object_event spawn (25,5): the full four-RIGHT
-- Route22RivalMovementData on coord index 1 (player on (29,4)), so he
-- stops BELOW the player on (29,5); `inc de` drops one RIGHT on index 2
-- (player on (29,5)), so he stops LEFT of him on (28,5). He never
-- leaves row 5. Route22Rival{1,2}StartBattleScript (Route22.asm:110)
-- then faces him UP on index 1 and RIGHT otherwise (#236).
local rx = (py == 4) and 29 or 28
local rivalFacing = (py == 4) and "up" or "right"
return {
{ "show_object", "ROUTE_22", objName }, -- 1
{ "move_npc_to", objIndex, rx, 5 }, -- 2
{ "face_object", objIndex, rivalFacing }, -- 3
{ "move_npc_to", objIndex, 28, py }, -- 2
{ "face_object", objIndex, "right" }, -- 3
{ "show_text", "_Route22RivalBeforeBattleText" .. n }, -- 4
{ "rival_battle", oppClass, baseParty }, -- 5
{ "jump_if_false", 13 }, -- 6
{ "jump_if_false", 11 }, -- 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 } }, -- 10
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 11
{ "play_default_music" }, -- scripts/Route22.asm:230
{ "hide_object", "ROUTE_22", objName }, -- 13
{ "walk_npc", objIndex, route22ExitDirs(n, py) }, -- 10
{ "hide_object", "ROUTE_22", objName }, -- 11
}
end
-- Route22Rival{1,2}StartBattleScript turns the player toward him too:
-- PLAYER_DIR_DOWN on coord index 1 (the (29,4) tile, rival below him),
-- and the PLAYER_DIR_LEFT Route22DefaultScript already set on index 2
-- (the (29,5) tile, rival to his left) (#236).
M.ROUTE_22 = {
onStep = function(game, ow, x, y)
if not inCoords({ { 29, 4 }, { 29, 5 } }, x, y) then return false end
local f = game.save.flags
local playerFacing = (y == 4) and "down" or "left"
if f.EVENT_GOT_POKEDEX and not f.EVENT_BEAT_BROCK
and not f.EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE then
return runAmbush(game, ow,
route22Scene(1, 1, "ROUTE22_RIVAL1", "OPP_RIVAL1", 4,
"EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE", y), playerFacing)
"EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE", y), "left")
end
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,
{ tempo = 100 })
"EVENT_BEAT_ROUTE22_RIVAL_2ND_BATTLE", y), "left")
end
return false
end,
@@ -628,21 +523,19 @@ local function ceruleanRivalScene(px, py)
{ "face_object", 1, "down" }, -- 3
{ "show_text", "_CeruleanCityRivalPreBattleText" }, -- 4
{ "rival_battle", "OPP_RIVAL1", 7 }, -- 5
{ "jump_if_false", 13 }, -- 6
{ "jump_if_false", 11 }, -- 6
{ "set_flag", "EVENT_BEAT_CERULEAN_RIVAL" }, -- 7
{ "show_text", "_CeruleanCityRivalDefeatedText" }, -- 8
{ "show_text", "_CeruleanCityRivalIWentToBillsText" }, -- 9
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 11
{ "play_default_music" }, -- scripts/CeruleanCity.asm:230
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 13
{ "walk_npc", 1, ceruleanRivalExitDirs(px) }, -- 10
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_RIVAL" }, -- 11
}
end
-- scripts/CeruleanCity.asm CeruleanCityRocketText: fight the thief,
-- then he returns TM28 (DIG) and hurries off. CeruleanHideRocket
-- (CeruleanCity_2.asm) is GBFadeOutToBlack → Show GUARD1 / Hide GUARD2 /
-- Hide ROCKET → GBFadeInFromBlack -- not a bare hide_object.
-- Hide ROCKET → GBFadeInFromBlack not a bare hide_object.
local rocketRows = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
@@ -661,7 +554,7 @@ local rocketRows = {
{ "fade", "out" }, -- 15 GBFadeOutToBlack
-- CeruleanHideRocket while black: GUARD1 (28,12) appears, GUARD2
-- (27,12) and the ROCKET go. GUARD2 blocks the trashed-house south
-- door neighbour -- the swap reconnects the city (Bill's ticket does
-- door neighbour the swap reconnects the city (Bill's ticket does
-- the same in story.lua; either route is enough).
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 16
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 17
@@ -725,89 +618,13 @@ M.MUSEUM_1F = {
}
-- The Pewter Center's singing JIGGLYPUFF (scripts/PewterPokecenter.asm
-- PewterPokecenterJigglypuffText). The text_asm sets
-- wDoNotWaitForButtonPressAfterDisplayingText before PrintText, so the box
-- prints with no A prompt and the script keeps running underneath it:
-- SFX_STOP_ALL_MUSIC, DelayFrames 32, PlayMusic MUSIC_JIGGLYPUFF_SONG,
-- then .spinMovementLoop writes the next of DOWN -> LEFT -> UP -> RIGHT (a
-- clockwise turn) every 24 frames for as long as the song's CHAN1/CHAN2
-- still sound, DelayFrames 48, PlayDefaultMusic, TextScriptEnd. Only that
-- last step closes the box, so the whole dance plays out unskippably
-- (#249). Music.playOnce's pendingRestore stands in for both the channel
-- poll and PlayDefaultMusic, so the Center's theme comes back the frame
-- the song ends rather than 48 frames later.
local JIGGLYPUFF_SPIN = { "down", "left", "up", "right" }
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, 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
-- toward the player), and the first write is that same facing, so the
-- first visible quarter turn lands 24 frames in
local step = 1
for i, dir in ipairs(JIGGLYPUFF_SPIN) do
if npc and npc.facing == dir then step = i end
end
local frames, phase = 0, "silence"
return {
sound = function()
Music.stop() -- SFX_STOP_ALL_MUSIC
return { isPlaying = function() return phase ~= "done" end }
end,
tick = function()
frames = frames + 1
if phase == "silence" then
if frames < JIGGLYPUFF_SILENCE then return end
frames = 0
if Music.playOnce(game.data, "Music_JigglypuffSong") then
phase = "spin"
else
-- no song def (or headless): Music.stop above already took the
-- map theme down and nothing armed pendingRestore, so put it
-- back by hand and fall through to the tail rather than hold
-- the box on a poll that would never clear
Music.restoreMap(game.data)
phase = "tail"
end
return
end
if phase == "spin" then
if frames < JIGGLYPUFF_STEP then return end
frames = 0
-- the loop tests the channels after the delay and before the next
-- write, so a song that just ended costs no extra quarter turn
if not Music.oneShotPlaying() then
phase = "tail"
return
end
step = step % #JIGGLYPUFF_SPIN + 1
if npc then npc.facing = JIGGLYPUFF_SPIN[step] end
return
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
-- plays MUSIC_JIGGLYPUFF_SONG, then the map theme resumes)
M.PEWTER_POKECENTER = {
talk = {
TEXT_PEWTERPOKECENTER_JIGGLYPUFF = function(game, ow, npc, done)
-- not the local push() helper: this box needs opts.auto, which is
-- also what suppresses the blinking arrow and the A dismissal
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
text(game)._PewterPokecenterJigglypuffText or "JIGGLYPUFF: Puu\npupuu!",
done, { auto = jigglypuffDance(game, npc, ow) }))
require("src.core.Music").playOnce(game.data, "Music_JigglypuffSong")
push(game, text(game)._PewterPokecenterJigglypuffText
or "JIGGLYPUFF: Puu\npupuu!", done)
end,
},
}
@@ -832,19 +649,8 @@ local function bikeGateGuard(coords, stopText, explainText)
local t = text(game)
push(game, t[stopText] or "Hey! Wait up!", function()
push(game, t[explainText] or "You need a\nBICYCLE for\nCYCLING ROAD!", function()
-- pokered's Route16Gate1FGuardScript / Route18Gate1FGuardScript
-- (scripts/Route16Gate1F.asm, Route18Gate1F.asm) simulate one
-- PAD_RIGHT step after the refusal text, and only clear
-- wJoyIgnore / hand control back once that step finishes
-- (PlayerMovingRightScript). Without it the player was left
-- parked beside the guard's counter with no way past. #518
local function shoveRight()
ow:scriptMove(ow.player, "right", 1)
end
if dist > 0 then
ow:scriptMove(ow.player, "up", dist, shoveRight)
else
shoveRight()
ow:scriptMove(ow.player, "up", dist)
end
end)
end)
@@ -882,31 +688,16 @@ M.SILPH_CO_7F = {
{ "face_object", 9, "up" }, -- 4
{ "show_text", "_SilphCo7FRivalWaitedHereText" }, -- 5
{ "rival_battle", "OPP_RIVAL2", 7 }, -- 6
{ "jump_if_false", 14 }, -- 7
{ "jump_if_false", 12 }, -- 7
{ "set_flag", "EVENT_BEAT_SILPH_CO_RIVAL" }, -- 8
{ "show_text", "_SilphCo7FRivalDefeatedText" }, -- 9
{ "show_text", "_SilphCo7FRivalGoodLuckToYouText" }, -- 10
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 11
{ "move_npc_to", 9, 5, y + 1 }, -- 12
{ "play_default_music" }, -- scripts/SilphCo7F.asm:261
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 14
{ "move_npc_to", 9, 5, y + 1 }, -- 11
{ "hide_object", "SILPH_CO_7F", "SILPHCO7F_RIVAL" }, -- 12
}, "down")
end,
}
-- SSAnne2FRivalAfterBattleScript's exit walk is keyed on the player's X,
-- not on where the rival stopped: from (37,8) the rival stands below him on
-- (36,8) and takes .RivalDownFourMovement straight down out of the room;
-- from (36,8) he stands above him on (36,7) and takes
-- .RivalWalkAroundPlayerMovement, which steps RIGHT and then falls through
-- into the same four DOWNs, so five downs in all (#360).
local function ssAnne2FRivalExitDirs(onLeft)
if onLeft then
return { "right", "down", "down", "down", "down", "down" }
end
return { "down", "down", "down", "down" }
end
-- S.S. Anne 2F rival ambush (scripts/SSAnne2F.asm; coords 36/37,8)
M.SS_ANNE_2F = {
onStep = function(game, ow, x, y)
@@ -919,14 +710,11 @@ 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", 13 }, -- 6
{ "jump_if_false", 10 }, -- 6
{ "set_flag", "EVENT_BEAT_SS_ANNE_RIVAL" }, -- 7
{ "show_text", "_SSAnne2FRivalDefeatedText" }, -- 8
{ "show_text", "_SSAnne2FRivalCutMasterText" }, -- 9
{ "play_music", "Music_MeetRival", { start = "rival" } }, -- 10
{ "walk_npc", 2, ssAnne2FRivalExitDirs(onLeft) }, -- 11
{ "play_default_music" }, -- scripts/SSAnne2F.asm:175
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 13
{ "move_npc_to", 2, 36, 4 }, -- 9
{ "hide_object", "SS_ANNE_2F", "SSANNE2F_RIVAL" }, -- 10
}, onLeft and "up" or "left")
end,
}
+2 -46
View File
@@ -12,13 +12,9 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
end
-- -------------------------------------------------------------------
@@ -122,7 +118,6 @@ local MANSION_HOLES = {
M.POKEMON_MANSION_3F.onStep = function(game, ow, x, y)
for _, h in ipairs(MANSION_HOLES) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
@@ -178,46 +173,7 @@ local function syncGymGatesAfterBattle(game, ow)
applyGymGates(game, ow)
end
-- Yellow's quiz-first rule (scripts/CinnabarGym.asm SuperNerd2..7): a
-- gate guardian refuses to battle until his quiz was attempted -- a
-- wrong answer sics him on you (the onInteract path below), a right one
-- opens his gate; walking up and talking first just gets the room's
-- CinnabarGymText_N lecture (Func_f2150's pointer table).
local function yellowQuizTalk(machineIndex)
return function(game, ow, npc, done)
local yellow = require("src.core.GameVersion").isYellow()
local defeated = ow:trainerDefeated(npc)
local gateOpen = game.save.flags[gymGateFlag(machineIndex)]
if yellow and not defeated and not gateOpen then
local TextBox = require("src.render.TextBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
t["_CinnabarGymText_" .. machineIndex]
or "You have to take\nthe quiz first!", done))
return
end
-- gate open (or Red/Blue): the ordinary trainer engagement /
-- after-battle line, mirroring talkTo's generic trainer branch
npc:facePlayer(ow.player)
if not defeated then
ow:engageTrainer(npc, done)
return
end
local header = game.data:trainerHeader(ow.map.def.label, npc.def.index)
local after = header and header.after and game.data.text[header.after]
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, after or "...", done))
end
end
M.CINNABAR_GYM = {
talk = (function()
local talk = {}
for i = 1, 6 do
talk["TEXT_CINNABARGYM_SUPER_NERD" .. (i + 1)] = yellowQuizTalk(i)
end
return talk
end)(),
onEnter = applyGymGates,
onVictory = syncGymGatesAfterBattle,
onInteract = function(game, ow, fx, fy)
+13 -87
View File
@@ -16,26 +16,8 @@
-- `dialogue` is the end-battle + post-battle text chain each gym leader
-- runs (SaveEndBattleTextPointers then the map's *PostBattle / ReceiveTM
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won -- checkVictoryRewards shows this chain instead of a
-- no header.won checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
--
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
-- this!"), shown at the victory and again when a beaten leader retries
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
-- the bag; `noRoom` is the "make room" line shown instead when the bag
-- 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 = {}
@@ -51,146 +33,90 @@ return {
-- escort NPC and the first Route 22 rival stay gone after the badge.
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
item = "TM_BIDE",
gotFlag = "EVENT_GOT_TM34",
noRoom = "_PewterGymTM34NoRoomText",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
{ "ROUTE_22", "ROUTE22_RIVAL1" },
},
badgeSound = "Get_Item1", -- sound_level_up
tmSound = "Get_Item1",
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
},
tmPre = { "_PewterGymBrockWaitTakeThisText" },
tmDialogue = {
"_PewterGymBrockWaitTakeThisText",
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
badgeSound = "Get_Key_Item",
tmSound = "Get_Item1",
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
},
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
tmDialogue = {
"_CeruleanGymMistyCascadeBadgeInfoText",
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
tmSound = "Get_Key_Item",
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
},
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
tmDialogue = {
"_VermilionGymLTSurgeThunderBadgeInfoText",
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
tmSound = "Get_Item1",
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
},
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
tmDialogue = {
"_CeladonGymRainbowBadgeInfoText",
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
tmSound = "Get_Key_Item",
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
},
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
tmDialogue = {
"_FuchsiaGymKogaSoulBadgeInfoText",
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
badgeSound = "Get_Key_Item",
tmSound = "Get_Item1",
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
},
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
tmDialogue = {
"_SaffronGymSabrinaMarshBadgeInfoText",
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
badgeSound = "Get_Key_Item",
tmSound = "Get_Item1",
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
},
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
tmDialogue = {
"_CinnabarGymBlaineVolcanoBadgeInfoText",
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
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",
},
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
tmDialogue = {
"_ViridianGymGiovanniEarthBadgeInfoText",
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the
-- battle SilphCo10FGiovanniILostAgainText through SaveEndBattleTextPointers,
-- but he has no def_trainers header on 11F, so engageTrainer finds no
-- header.won to give it -- this chain is the port's stand-in for that loss
-- line (#722). The "Blast it all!" speech, the fade and the rockets
-- leaving are SilphCo11FGiovanniAfterBattleScript, ported in M.SILPH_CO_11F
-- (data/scripts/story.lua).
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI",
dialogue = { "_SilphCo10FGiovanniILostAgainText" } },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift
["OPP_GIOVANNI#2"] = { flag = "EVENT_BEAT_SILPH_CO_GIOVANNI" },
-- Fighting Dojo Karate Master (scripts/FightingDojo.asm
-- FightingDojoKarateMasterPostBattleScript sets EVENT_BEAT_KARATE_MASTER,
-- which gates the HITMONLEE/HITMONCHAN gift). OPP_BLACKBELT party 1 is
-- only him (data/maps/objects/FightingDojo.asm). `dialogue` is the
-- concede + prize offer he speaks after the win (his header supplies the
-- "Hwa! Arrgh! Beaten!" won line first; #197).
-- only him (data/maps/objects/FightingDojo.asm).
["OPP_BLACKBELT#1"] = { flag = "EVENT_BEAT_KARATE_MASTER",
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3),
dialogue = { "_FightingDojoKarateMasterIWillGiveYouAPokemonText" } },
deactivate = range("EVENT_BEAT_FIGHTING_DOJO_TRAINER_", 0, 3) },
-- Elite Four progress flags (their rooms' door logic isn't ported, but
-- the flags make the Hall of Fame checkable)
-131
View File
@@ -1,131 +0,0 @@
-- Summer Beach House (scripts/SummerBeachHouse.asm), Yellow's Route 19
-- surf shack. The Surfin' Dude only lets a party Pikachu that knows
-- SURF ride (IsSurfingPikachuInParty, home/map_objects.asm); saying yes
-- runs the Surfing Pikachu minigame (src/ui/SurfingMinigame.lua). The
-- corner printer shows/prints the high score once you have surfed this
-- visit (BIT_PIKACHU_MAP_SURF_SELECT is a per-map-load flag, so the
-- session markers live on the overworld state, not the save).
local function surfingPikachu(game)
for _, mon in ipairs(game.save.party or {}) do
if mon.species == "PIKACHU" then
for _, mv in ipairs(mon.moves or {}) do
if mv.id == "SURF" then return mon end
end
end
end
return nil
end
local function push(game, text, done)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, text, done))
end
-- the two-variant posters: the surf-capable line once a surfing
-- Pikachu is along, the plain one otherwise
local function poster(n)
return function(game, ow, npc, done)
local t = game.data.text
local key = ("_SummerBeachHousePoster%dText%d"):format(
n, surfingPikachu(game) and 1 or 2)
push(game, t[key] or "A surfing poster.", done)
end
end
return {
SUMMER_BEACH_HOUSE = {
talk = {
TEXT_SUMMERBEACHHOUSE_SURFINDUDE = function(game, ow, npc, done)
local t = game.data.text
if not surfingPikachu(game) then
push(game, t._SummerBeachHouseSurfinDudeText4
or "Dogs and burgers\non special today!", done)
return
end
-- Text1 on the first ask each visit, the short Text3 after
local ask = ow.surfinDudeAsked
and (t._SummerBeachHouseSurfinDudeText3 or "Wanna go SURF?")
or (t._SummerBeachHouseSurfinDudeText1
or "Whoa!\nYour PIKACHU knows\nhow to SURF!\fGive it a go?")
ow.surfinDudeAsked = true
push(game, ask, function()
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
push(game, t._SummerBeachHouseSurfinDudeText2
or "Come SURF anytime,\nmy friend!", done)
return
end
local SurfingMinigame = require("src.ui.SurfingMinigame")
game.stack:push(SurfingMinigame.new(game, function()
ow.surfedThisVisit = true -- BIT_PIKACHU_MAP_SURF_SELECT
require("src.core.Music").playMap(game.data, ow.map.id)
done()
end))
end))
end)
end,
TEXT_SUMMERBEACHHOUSE_PIKACHU = function(game, ow, npc, done)
local t = game.data.text
push(game, t._SummerBeachHousePikachuText or "PIKACHU: Pikaa!",
function()
require("src.core.Sound").playCry(game.data, "PIKACHU")
done()
end)
end,
TEXT_SUMMERBEACHHOUSE_POSTER1 = poster(1),
TEXT_SUMMERBEACHHOUSE_POSTER2 = poster(2),
TEXT_SUMMERBEACHHOUSE_POSTER3 = poster(3),
TEXT_SUMMERBEACHHOUSE_PRINTER = function(game, ow, npc, done)
local t = game.data.text
if not surfingPikachu(game) then
push(game, t._SummerBeachHousePrinterText1
or "It's some sort of\na machine...", done)
return
end
push(game, t._SummerBeachHousePrinterText2
or "SUMMER BEACH HOUSE\nPRINTER, it says.", function()
if not ow.surfedThisVisit then
done()
return
end
push(game, t._SummerBeachHousePrinterText3
or "The Hi-Score is\nshown.\fPRINT it out?", function()
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
done()
return
end
-- PrintSurfingMinigameHighScore -> PNG stand-in
local Printer = require("src.core.Printer")
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local hi = game.save.surfingHighScore or 0
local name = game.save.player.name or "RED"
local saved, err = Printer.save("surf_hiscore", 160, 64,
function()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 64)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", 2.5, 2.5, 155, 59)
Font.draw(Strings("SUMMER BEACH HOUSE"), 8, 10)
Font.draw(Strings("SURFING Hi-Score"), 8, 24)
Font.draw(name, 8, 40)
Font.draw(Strings("%d pts", hi), 96, 40)
end)
push(game, saved
and Strings("Printed!\fSaved as\n%s\vin the save\nfolder.",
saved)
or Strings("Printer error!\n%s", tostring(err)), done)
end))
end)
end)
end,
},
},
}
-115
View File
@@ -1,115 +0,0 @@
-- Yellow's three Kanto-starter side-quests, hand-ported from
-- scripts/CeruleanMelaniesHouse.asm, scripts/Route24.asm
-- (Route24CooltrainerM4Text) and scripts/VermilionCity_2.asm
-- (VermilionCityPrintOfficerJennyText). Registered on top of the shared
-- Red map scripts by data/scripts/init.lua on a Yellow boot only, so the
-- table keys compose with story.lua / story4.lua's existing entries.
local M = {}
-- Melanie hands over her Bulbasaur once the starter Pikachu trusts you
-- (wPikachuHappiness >= 147).
M.CERULEAN_MELANIES_HOUSE = {
talk = {
TEXT_CERULEANMELANIESHOUSE_MELANIE = function(game, ow, npc, done)
local rows = { { "face_player" } }
if game.save.flags.EVENT_GOT_BULBASAUR_IN_CERULEAN then
rows[#rows + 1] = { "show_text", "MelanieText4" }
elseif (game.save.pikachuHappiness or 90) < 147 then
rows[#rows + 1] = { "show_text", "MelanieText1" }
else
rows[#rows + 1] = { "show_text", "MelanieText1" }
rows[#rows + 1] = { "ask", "MelanieText2" }
rows[#rows + 1] = { "jump_if_false", "declined" }
rows[#rows + 1] = { "give_pokemon", "BULBASAUR", 10 }
rows[#rows + 1] = { "jump_if_false", "end" } -- party + box full
-- Event and HideObject before MelanieText3: give_pokemon's nickname
-- prompt and the received text both yield, and a script that dies
-- in that window used to leave the BULBASAUR given with the event
-- clear, so Melanie offered a second one (#426). The flag is only
-- read at script entry, so the order is invisible in play.
rows[#rows + 1] = { "set_flag", "EVENT_GOT_BULBASAUR_IN_CERULEAN" }
rows[#rows + 1] = { "hide_object", "CERULEAN_MELANIES_HOUSE",
"CERULEANMELANIESHOUSE_BULBASAUR" }
rows[#rows + 1] = { "show_text", "MelanieText3" }
rows[#rows + 1] = { "jump", "end" }
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "MelanieText5" }
end
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
-- pet flavor: the text with the species' cry over it
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
{ "play_cry", "BULBASAUR" },
{ "show_text", "MelanieBulbasaurText" },
},
TEXT_CERULEANMELANIESHOUSE_ODDISH = {
{ "play_cry", "ODDISH" },
{ "show_text", "MelanieOddishText" },
},
TEXT_CERULEANMELANIESHOUSE_SANDSHREW = {
{ "play_cry", "SANDSHREW" },
{ "show_text", "MelanieSandshrewText" },
},
},
}
-- Damian gives away the Charmander he thinks is too weak (EVENT_54F).
M.ROUTE_24 = {
talk = {
TEXT_ROUTE24_COOLTRAINER_M4 = {
{ "face_player" },
{ "check_flag", "EVENT_54F" },
{ "jump_if_true", "after" },
{ "ask", "_Route24DamianText1" },
{ "jump_if_false", "declined" },
{ "give_pokemon", "CHARMANDER", 10 },
{ "jump_if_false", "end" },
-- SetEvent hoisted ahead of the received text (Route24.asm writes it
-- after Route24Text_515e3, where nothing in between can fail): the
-- nickname prompt and the text both yield, and a script death in that
-- window left the CHARMANDER given with EVENT_54F clear, so Damian
-- handed out a second one on the next talk (#426).
{ "set_flag", "EVENT_54F" },
{ "show_text", "_Route24DamianText2" },
{ "jump", "end" },
{ "label", "declined" },
{ "show_text", "_Route24DamianText3" },
{ "jump", "end" },
{ "label", "after" },
{ "show_text", "_Route24DamianText4" },
},
},
}
-- Officer Jenny's Squirtle: kept until you carry the Thunder Badge.
M.VERMILION_CITY = {
talk = {
TEXT_VERMILIONCITY_OFFICER_JENNY = function(game, ow, npc, done)
local rows = { { "face_player" } }
if game.save.flags.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY then
rows[#rows + 1] = { "show_text", "_OfficerJennyText5" }
elseif not (game.save.inventory
and game.save.inventory.THUNDERBADGE) then
rows[#rows + 1] = { "show_text", "_OfficerJennyText1" }
else
rows[#rows + 1] = { "ask", "_OfficerJennyText2" }
rows[#rows + 1] = { "jump_if_false", "declined" }
rows[#rows + 1] = { "give_pokemon", "SQUIRTLE", 10 }
rows[#rows + 1] = { "jump_if_false", "end" }
-- event before the received text, as above (#426)
rows[#rows + 1] = { "set_flag",
"EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY" }
rows[#rows + 1] = { "show_text", "_OfficerJennyText3" }
rows[#rows + 1] = { "jump", "end" }
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
end
ow.runner:run(rows, { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end,
},
}
return M
-308
View File
@@ -1,308 +0,0 @@
-- Jessie & James, Yellow's Team Rocket duo, at all four ambush sites:
-- Mt Moon B2F (scripts/MtMoonB2F.asm), Rocket Hideout B4F
-- (scripts/RocketHideoutB4F.asm), Pokemon Tower 7F
-- (scripts/PokemonTower7F.asm) and Silph Co 11F (scripts/SilphCo11F.asm).
-- Every site shares one shape: a coordinate trigger swaps the map theme
-- for Music_MeetJessieJames, the motto plays, the duo closes in, one
-- battle against the shared OPP_ROCKET party fights them both, and after
-- their parting lines they vanish together under a second sting of the
-- theme before the map theme resumes (PlayDefaultMusic ->
-- play_default_music).
--
-- Registered on top of the shared tables by data/scripts/init.lua on a
-- Yellow boot; MT_MOON_B2F's onStep chains story2's Super Nerd / fossil
-- trigger and SILPH_CO_11F's chains story's Giovanni trigger, since
-- non-talk hooks replace rather than merge.
local M = {}
-- Capture the FUNCTION, not the table: attachBase stores the module
-- table itself, so once this file's onStep is attached the table's slot
-- points back here -- delegating through the table would self-recurse.
local baseMtMoonStep = require("data.scripts.story2").MT_MOON_B2F.onStep
local baseSilph11Step = require("data.scripts.story").SILPH_CO_11F.onStep
M.MT_MOON_B2F = {
talk = {
TEXT_MTMOONB2F_JESSIE = {
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
},
TEXT_MTMOONB2F_JAMES = {
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
if baseMtMoonStep and baseMtMoonStep(game, ow, x, y) then
return true
end
local f = game.save.flags
if x ~= 3 or y ~= 5 then return false end
if f.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES then return false end
if not (f.EVENT_GOT_DOME_FOSSIL or f.EVENT_GOT_HELIX_FOSSIL) then
return false
end
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
{ "show_text", "_MtMoonJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
-- MtMoonB2FScript_49e15 simulates PAD_UP for one player step, then
-- Script6/Script9 walk Jessie (object 2, MovementData_f9e65: six
-- $06) and James (object 6, f9e66: five $06); both objects' movement
-- byte 2 is LEFT, so .determineDirection makes those LEFT steps --
-- Jessie (9,3)->(3,3) above the player at (3,4), James (9,4)->(4,4)
-- beside him. #423
{ "walk_npc", "player", { "up" } },
{ "walk_npc", 2, { "left", "left", "left", "left", "left", "left" } },
{ "face_object", 2, "down" },
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
{ "face_object", 6, "left" },
{ "show_text", "_MtMoonJessieJamesText2" },
-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
-- SaveEndBattleTextPointers before it sets wCurOpponent, so
-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
-- Its one-word first line only reads right behind that tag (#866).
{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_MtMoonJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES" },
}, {})
return true
end,
}
-- -------------------------------------------------------------------
-- Rocket Hideout B4F (RocketHideoutB4FScript_455a5..Script13): the
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
-- (24,10) and whichever of them shares the player's column ($18=24 or
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
-- tiles down to loom over the player while the other walks four and ends
-- up beside him. A loss
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
-- trigger re-arms clean.
-- -------------------------------------------------------------------
M.ROCKET_HIDEOUT_B4F = {
talk = {
TEXT_ROCKETHIDEOUTB4F_JESSIE = {
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
},
TEXT_ROCKETHIDEOUTB4F_JAMES = {
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
local f = game.save.flags
if y ~= 14 or (x ~= 24 and x ~= 25) then return false end
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
-- ON_LEFT: player under James's column (25); movement data pairs
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
-- column-mate walks 3, the other 4.
local onLeft = (x == 25)
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_text", "_RocketHideoutJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
-- James (object 2) then Jessie (object 3), Script4..Script9 order.
-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
-- collision test. From (25,10)/(24,10) against a player on y=14 the
-- column-mate stops three down, right above him, and the other walks the
-- full four to stand alongside -- which is what the facings below assume.
-- Reading _45605 as a single step stranded whoever was off-column three
-- tiles away, so James never reached the player (#865).
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
or { "down", "down", "down", "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
or { "down", "down", "down" } },
{ "face_object", 3, onLeft and "right" or "down" },
{ "show_text", "_RocketHideoutJessieJamesText2" },
-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
-- the battle screen ahead of MoneyForWinningText (#866).
{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
{ "check_battle_result", "win" },
{ "jump_if_false", "lost" },
{ "show_text", "_RocketHideoutJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES" },
{ "jump", "end" },
{ "label", "lost" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
}, {})
return true
end,
}
-- -------------------------------------------------------------------
-- Pokemon Tower 7F (PokemonTower7FScript_60d2a..Script10): same beat
-- one floor below Fuji, except the duo pops in BEFORE the motto and
-- Jessie ($a=10 column) leads the walk-down; ON_LEFT ($b=11) hands the
-- three-tile walk to James instead. On a loss vanilla only resets the
-- script counter (the blackout warp reloads the map anyway).
-- -------------------------------------------------------------------
M.POKEMON_TOWER_7F = {
talk = {
TEXT_POKEMONTOWER7F_JESSIE = {
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
},
TEXT_POKEMONTOWER7F_JAMES = {
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
local f = game.save.flags
if y ~= 12 or (x ~= 10 and x ~= 11) then return false end
if f.EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES then return false end
local onLeft = (x == 11) -- EVENT_POKEMONTOWER_7_JESSIE_JAMES_ON_LEFT
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
{ "show_text", "_PokemonTowerJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
-- Jessie (object 1) then James (object 2), Script1..Script6 order.
-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
-- y=12 the column-mate halts one tile above him and the other closes the
-- full four to his side; the single-step reading is why James only
-- "moved a bit" here (#865).
{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
or { "down", "down", "down" } },
{ "face_object", 1, onLeft and "right" or "down" },
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
or { "down", "down", "down", "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "show_text", "_PokemonTowerJessieJamesText2" },
-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
-- before the prize money (#866).
{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_PokemonTowerJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES" },
}, {})
return true
end,
}
-- -------------------------------------------------------------------
-- Silph Co 11F (SilphCo11FScript_6229c..Script14): the only site where
-- the duo starts VISIBLE (toggleable_objects.asm keeps SILPHCO11F_JAMES
-- / _JESSIE ON), flanking Giovanni at (2,8)/(3,8), so they are talkable
-- before the ambush (SilphCo11FJessieJamesText = the full motto). The
-- trigger is the top row (y=3, x<4); EVENT_780/EVENT_781 pick one of
-- three approach paths (SilphCo11FMovementData_622f5..62311, $5=up
-- $6=left) that route James then Jessie up to the player without ever
-- crossing the player's tile. Their duo text lives in
-- text/SilphCo10F.asm (_SilphCoJessieJamesText*).
-- -------------------------------------------------------------------
M.SILPH_CO_11F = {
talk = {
TEXT_SILPHCO11F_JESSIE = {
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
},
TEXT_SILPHCO11F_JAMES = {
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
if baseSilph11Step and baseSilph11Step(game, ow, x, y) then
return true
end
local f = game.save.flags
if y ~= 3 or x > 3 then return false end
if f.EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES then return false end
-- x==3 -> base path, x==2 -> EVENT_780 variant, x<=1 -> EVENT_781
local jamesDirs, jamesFace, jessieDirs, jessieFace
if x == 3 then
jamesDirs, jamesFace = { "up", "up", "up", "up", "up" }, "right"
jessieDirs, jessieFace = { "up", "up", "up", "up" }, "up"
elseif x == 2 then
jamesDirs, jamesFace = { "up", "up", "up", "up" }, "up"
jessieDirs, jessieFace = { "up", "up", "up", "up", "up" }, "left"
else
jamesDirs = { "up", "up", "left", "up", "up" }
jamesFace = "up"
jessieDirs = { "up", "up", "up", "left", "up", "up" }
jessieFace = "left"
end
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_text", "_SilphCoJessieJamesText1" },
{ "face_player_dir", "down" },
{ "emote", "player", "shock", 30 },
-- James (object 4) then Jessie (object 6), Script5..Script10 order
{ "walk_npc", 4, jamesDirs },
{ "face_object", 4, jamesFace },
{ "walk_npc", 6, jessieDirs },
{ "face_object", 6, jessieFace },
{ "show_text", "_SilphCoJessieJamesText2" },
-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_SilphCoJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JAMES" },
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JESSIE" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES" },
}, {})
return true
end,
}
return M
-152
View File
@@ -1,152 +0,0 @@
-- The Viridian City old-man catch tutorial, Yellow's way
-- (pokeyellow scripts/ViridianCity.asm, scripts/ViridianCity_2.asm,
-- scripts/OaksLab.asm). Registered on top of the shared tables by
-- data/scripts/init.lua on a Yellow boot.
--
-- Yellow has TWO gambler objects where Red/Blue have one:
-- * VIRIDIANCITY_OLD_MAN at (17,5) -- a Red/Blue leftover; its
-- toggle stays OFF forever in Yellow, no script ever shows it.
-- * VIRIDIANCITY_OLD_MAN2 at (18,9) -- replaces the sleeper the
-- moment the Pokédex is given (OaksLabOakGivesPokedexScript:
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN_2).
--
-- This is the tutorial old man. The Red/Blue "Are you in a hurry?"
-- yes/no script must NOT run against him: Yellow's
-- _ViridianCityOldManHadMyCoffeeNowText is the apology speech ("I've had
-- my coffee now ... I'll show you how to catch POKéMON as my apology"),
-- and the shared story.lua TEXT_VIRIDIANCITY_OLD_MAN rows hang an
-- invented yes/no over it -- YES printed the TimeIsMoney alias
-- (_ViridianCityOldManLosingMyTouchText) and NO ran the demo, every
-- talk, forever (#617).
--
-- The real flow (ViridianCityCheckWaitingOldMan + ViridianCityOldMan2Text
-- + ViridianCityOldManInitialCatchTrainingScript + ...EndInitial... +
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
-- east of the sleeper's cell -- faces the old man right and the player
-- left, prints the apology, and without any choice runs the demo battle
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5), which he FAILS -- the ball shakes
-- three times and breaks open. After it, the same text pointer
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
-- I must be losing my touch."), the old man walks off (down 6 with the
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
-- first) and TOGGLE_OLD_MAN_2 hides. A direct talk does the same.
local M = {}
local OLD_MAN2 = "VIRIDIANCITY_OLD_MAN2"
-- Capture the FUNCTION, not the table: attachBase stores the module
-- table itself, so once this file's onStep is attached the table's slot
-- points back here -- delegating through the table would self-recurse.
-- story5's VIRIDIAN_CITY.onStep chains story.lua's sleeping-old-man
-- gate and its own gym-lock step (same pattern as yellow_jessie_james).
local baseViridianStep = require("data.scripts.story5").VIRIDIAN_CITY.onStep
-- pokeyellow text/ViridianCity.asm, _ViridianCityOldManHadMyCoffeeNowText
-- and _ViridianCityOldManLosingMyTouchText, spelled with the extractor's
-- markers (line -> \n, cont -> \v, para -> \f)
local function text(game)
return {
apology = game.data.text._ViridianCityOldManHadMyCoffeeNowText
or "Ahh, I've had my\ncoffee now and I\vfeel great!\fSure, you can go\n"
.. "through!\fI'm sorry I was\nso rude to you!\fI see you're using\n"
.. "a POKéDEX.\fI'll show you how\nto catch POKéMON\vas my apology.",
losingMyTouch = game.data.text._ViridianCityOldManLosingMyTouchText
or "That didn't work!\nI must be losing\vmy touch.\fI've run out of\n"
.. "POKé BALLs too.\fI have to get some\nat POKéMON MART.",
}
end
-- The row list for the initial-tutorial branch, keyed by where the
-- player stands when the battle ends (ViridianCityPostInitialCatchTraining
-- reads wXCoord: (19,9) walks the old man down the corridor, anywhere
-- else walks him right 1 after moving the follower Pikachu aside).
local function oldMan2Rows(game, ow, npc)
local rows = {
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
-- ViridianCityOldManInitialCatchTrainingScript sets
-- EVENT_INITIAL_CATCH_TRAINING before the battle runs, and
-- ItemUseBall's .oldManBattle branch turns that event into anim data
-- $63: three shakes, then the ball breaks open. The losing-my-touch
-- line below only follows a throw that failed (#636).
{ "old_man_demo", "fail" },
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
}
if ow.player and ow.player.cellX == 19 then
rows[#rows + 1] =
{ "walk_npc", npc.def.index,
{ "down", "down", "down", "down", "down", "down" } }
else
-- ViridianCityMovePikachu (scripts/ViridianCity_2.asm): Pikachu
-- steps out of the old man's way before he turns right
local PikachuFollower = require("src.world.PikachuFollower")
local pika = ow and PikachuFollower.current(ow)
if pika then
rows[#rows + 1] = { "walk_npc", pika.def.index, { "right" } }
end
rows[#rows + 1] = { "walk_npc", npc.def.index, { "right" } }
end
rows[#rows + 1] =
{ "hide_object", "VIRIDIAN_CITY", OLD_MAN2 }
return rows
end
-- The shared talk handler: TEXT_VIRIDIANCITY_OLD_MAN2's text_asm branch
-- (ViridianCityOldMan2Text) on EVENT_COMPLETED_CATCH_TRAINING.
local function oldMan2Talk(game, ow, npc, done)
if game.save.flags and game.save.flags.EVENT_COMPLETED_CATCH_TRAINING then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
return
end
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done,
checkpointOnDone = "release_npc" })
end
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_OLD_MAN2 = oldMan2Talk,
},
-- Re-apply the Pokédex swap for a save that already holds the flag but
-- was never standing here when it fired (converted .sav imports, same
-- shape as story.lua's VIRIDIAN_CITY.onEnter). Yellow shows OLD_MAN2,
-- not the Red/Blue OLD_MAN at (17,5), and also puts away a stray
-- OLD_MAN a save made by the pre-#617 build left standing.
onEnter = function(game, ow)
if not (game.save.flags and game.save.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, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY")
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
Commands.show_object(ctx, "VIRIDIAN_CITY", OLD_MAN2)
end,
-- ViridianCityCheckWaitingOldMan: with the Pokédex held and the
-- tutorial undone, (19,9) -- the gap east of the old man, the same
-- cell the sleeper used to gate -- faces him right, turns the player
-- left and starts the OLD_MAN2 flow with no choice.
onStep = function(game, ow, x, y)
if baseViridianStep and baseViridianStep(game, ow, x, y) then
return true
end
local flags = game.save.flags
if not flags.EVENT_GOT_POKEDEX then return false end
if flags.EVENT_COMPLETED_CATCH_TRAINING then return false end
if x ~= 19 or y ~= 9 then return false end
local man
for _, npc in ipairs(ow.npcs) do
if npc.def and npc.def.name == OLD_MAN2 then man = npc break end
end
if not man then return false end
man.facing = "right"
ow.player.facing = "left"
oldMan2Talk(game, ow, man, nil)
return true
end,
}
return M
-98
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@@ -1,98 +0,0 @@
# Anbernic RG34XXSP (Stock OS 64-bit MOD)
Download `gen1recomp-*-rg34xxsp-stockos64-mod.zip` from
[Releases](https://github.com/bryanthaboi/gen1recomp/releases). This build
targets **Stock OS 64-bit MOD** on the RG34XXSP with PortMaster installed
(TF1).
## Install
1. Unzip the release on your computer. You get `Gen1recomp.sh` and a
`gen1recomp/` folder.
2. Copy **both** onto the SD card under **`Roms/PORTS/`** so the layout is:
```
Roms/PORTS/Gen1recomp.sh
Roms/PORTS/gen1recomp/
```
On the device that path is `/mnt/mmc/Roms/PORTS/`. Keep the launcher and
the `gen1recomp/` folder as siblings — do not nest the `.sh` inside the
folder.
3. Put your legal US Red and/or Blue `.gb` files inside the game folder:
```
Roms/PORTS/gen1recomp/lovegame/
```
Example: `Roms/PORTS/gen1recomp/lovegame/Pokemon - Red Version.gb`
4. Eject the card, boot the handheld, open **Ports → Gen1recomp**.
5. On the launcher, move the cursor with the D-pad or left stick, press **A**
to click. Choose the Red or Blue tab, then **Choose ROM** — with no file
picker on stock OS, that scans `lovegame/` for the `.gb` you dropped in.
The port ships with `portable.txt` already in place, so after import the
saves and ROM-derived cache stay next to the game on the SD card. See
[Portable Mode](../README.md#portable-mode) for what that means.
Only the canonical 1 MiB US carts import:
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
## Launcher controls
| Input | Action |
| ------------------ | ------------------ |
| D-pad / left stick | Move cursor |
| A | Click |
| L1 / R1 | Switch tabs |
| Right stick | Scroll lists |
| Start / Select | Play or Choose ROM |
In-game controls use the normal PortMaster / SDL pad map, rebindable under
**OPTIONS → CONTROLS**.
## Notes
**GBC FX is off on this device.** The launcher exports `POKEPORT_GBCFX=0`,
which hides the GBC FX row from OPTIONS, pins the level to OFF, and clears a
level carried over in an `options.lua` from another machine. The H700's Mali
GPU is in the same class as the phone GPUs that compile that present pass and
then show a black frame (issue #136), and `love.system.getOS()` reports
`"Linux"` here, so the Android gate would not have caught it. Every other
display option — COLORS, TILT, ZOOM, VOID FILL, MAX FPS — works normally. If
your device turns out to handle the pass, launch with `POKEPORT_GBCFX=1` to
put the row back.
**PERFORMANCE defaults to LOW here.** The OPTIONS → PERFORMANCE tier defaults
to AUTO, which reads this device as an ARM Linux handheld and resolves to
**LOW**: the 3D tilt and survey zoom stay off and the frame rate is capped,
so the overworld runs smoothly on the H700 out of the box. Bump it to
BALANCED or HIGH from OPTIONS if you want the extras and your device keeps
up; see [Performance tier](new-features.md#performance-tier-low-end-devices).
The pack bundles the LÖVE 11.5 aarch64 runtime from
[PortMaster](https://portmaster.games/), so the device does not need a
separate `love_11.5` runtime download on first launch. The launcher resolves
paths relative to its own directory rather than PortMaster's `$directory`,
because stock Anbernic firmware runs ports out of `roms/PORTS/` with its own
casing and mount points.
If a launch fails, `Roms/PORTS/gen1recomp/log.txt` holds the output of the
last run.
## Building the port
Release runs build this automatically (see `.github/workflows/release.yml`).
To build it by hand:
```sh
./build-rg34xxsp.sh --version 0.1.0 # -> dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip
```
`install-rg34xxsp.sh` copies that pack straight onto a mounted SD card for
local testing.
Stock OS 64-bit MOD comes from
[cbepx-me](https://github.com/cbepx-me/Anbernic-H700-RG-xx-StockOS-Modification).
+2 -2
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@@ -38,7 +38,7 @@ the same core data and graphics into the source tree for verification.
| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
| | `src/render/SpriteRenderer.lua` | variable-size anchored sprite sheets, 6-frame walkers and flipped right facing |
| | `src/render/SpriteRenderer.lua` | 6-frame walker sheets, flipped right facing |
| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
@@ -59,7 +59,7 @@ the same core data and graphics into the source tree for verification.
| | `src/battle/Experience.lua`, `Catching.lua`, `TrainerAI.lua` | exp/levels, Gen 1 catch algorithm, AI |
| | `src/battle/rulesets/` | `gen1_faithful` (default) vs `modern_clean` |
| ui | `src/ui/*` | start menu, generic menu, yes/no box, party/bag lists |
| | `tools/save-editor/` | Save editor: shipped in every build, opened from the launcher's Edit button or standalone with `love . --editor` |
| | `tools/save-editor/` | Standalone save editor (`love . --editor`) |
## Map scripts
+515
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@@ -0,0 +1,515 @@
# Behavior porting notes
What was ported from pokered's engine code and where it came from.
## Overworld
- **Collision rule** (`home/overworld.asm` tile-in-front checks): a 16x16
cell is passable when its bottom-left 8x8 tile is in the tileset's
`coll_tiles` list. Verified against Pallet Town's fences/houses/water
and Oak's Lab furniture.
- **Warp activation** (`home/overworld.asm` CheckWarpsNoCollision /
ExtraWarpCheck): a warp fires when arriving on a warp whose standing
tile is in the tileset's door or warp tile list, or when standing on a
warp and walking off the map edge (interior exit mats). Both paths are
data-driven from `door_tile_ids.asm` / `warp_tile_ids.asm`.
- **LAST_MAP warps** return to the remembered outdoor map/position, like
`wLastMap`.
- **Connections** (`map_header` connection directives): crossing an edge
places the player at `destCoord = curCoord - offset*2` cells on the
destination's opposite edge.
- **Movement**: tile-by-tile, 1 px/frame at 60 fps (16 frames per step),
tap-to-turn without stepping, hold-to-walk, input locked mid-step.
- **Wild encounters** (`engine/battle/wild_encounters.asm`): per grass
step, encounter iff `rand(0..255) < rate`; slot picked via the
cumulative buckets 51/102/141/166/191/216/229/242/253/256.
- **Initial object visibility** from `toggleable_objects.asm` (e.g. Oak
hidden in his lab), with `show_object`/`hide_object` script commands
persisting to the save like the missable-object bits.
## Pokémon math (`engine/pokemon/calc_stats.asm`, `experience.asm`)
- `stat = floor(((base + DV)*2 + floor(sqrt(statExp)/4)) * L / 100) + 5`
(HP: `+ L + 10`); HP DV from the low bits of the other four DVs.
- Growth curves use the exact cubic coefficients (MEDIUM_SLOW =
1.2n^3 - 15n^2 + 100n - 140, etc).
- Exp gain = `floor(baseExp * level / 7)` (x1.5 for trainer battles);
defeated species' base stats accumulate as stat experience.
## Battle core (`engine/battle/core.asm`)
- Damage: `floor(floor(2L(x2 crit)/5 + 2) * power * atk / def / 50)`
capped at 997, `+2`, STAB x1.5, per-matchup type multipliers applied
sequentially (x10 fixed point), then `rand(217..255)/255` when
damage > 1.
- Critical hits: `rand(0..255) < baseSpeed/2` (x4 for Karate Chop, Razor
Leaf, Crabhammer, Slash, capped 255); crits double level and ignore
stat stages (gen1_faithful ruleset).
- Accuracy: `rand(0..255) < floor(acc*255/100)` after accuracy/evasion
stages, including the 1/256 miss at 100% accuracy (toggleable via the
`modern_clean` ruleset).
- Stat stages use the 25/28/33/40/50/66/100/150/.../400 multiplier table
(`data/battle/stat_modifiers.asm`).
- Physical/special split by type (special = Water/Grass/Fire/Ice/
Electric/Psychic/Dragon).
- Status: paralysis speed/4 and 25% full para, burn halves physical
attack, poison/burn residual = maxHP/16, sleep 1-7 turns waking on the
lost turn, freeze permanent (as in Gen 1).
- Turn order: effective speed, coin-flip ties; Quick Attack first,
Counter last (Gen 1's only priorities).
- Run formula (`TryRunningFromBattle`): always escape if faster,
otherwise `floor(pSpd*32 / (eSpd/4)) + 30*attempts` vs `rand(0..255)`.
- Catching (`ItemUseBall`): ball-specific rand ranges (255/200/150),
status bonus 25/12, second roll `floor(maxHP*255/ballFactor) /
floor(HP/4)` capped 255.
- Prize money: class base money x last defeated mon's level
(`pic_pointers_money.asm`).
## Battle move effects (engine/battle/core.asm, move_effects/*)
- Mimic via Metronome (effects.asm:1203-1273): MimicEffect's
.letPlayerChooseMove branch snapshots wCurrentMenuItem before the
copy-picker menu opens and restores it afterward as the write index
into wBattleMonMoves. Since SelectMenuItem always writes
wCurrentMenuItem/wPlayerMoveListIndex together at the FIGHT-menu
confirm and nothing (including MetronomePickMove) touches either
variable during mid-move resolution, the reused value is always the
calling move's own slot, BattleState.lua's applyMimic fallback uses
self.moveIndex, frozen the same way, so a called Mimic (e.g. from
METRONOME in slot 3) overwrites the calling move's own slot, keeping
its PP, matching the Gen 1 quirk exactly.
- Multi-hit distribution 2/2/2/3/3/3/4/5 over rand(0..7); all hits reuse
the first damage roll (faithful).
- Recoil = damage/4 (Struggle /2); drain/Dream Eater heal = damage/2;
Dream Eater requires sleep.
- Fixed damage: SonicBoom 20, Dragon Rage 40, Seismic Toss/Night Shade =
level, Psywave rand(1 .. 1.5xlevel-1).
- OHKO deals 65535, fails against faster targets; Swift skips accuracy;
Jump Kick crash = 1 damage on miss; Explosion halves defense and
faints the user even on a miss; Hyper Beam skips recharge if it KOs.
- Charge moves (incl. Fly's invulnerable turn), trapping moves locking
the victim out of its turns, Thrash's 3-4 turn lock ending in
confusion, Bide's 2-3 turn store-and-double, Rage's permanent lock
with attack-up on being hit, Counter/Quick Attack priority.
- Side-effect chances: 26/256 (10%), 77/256 (30%), stat-down side
effects 85/256; Twineedle 20% poison.
- Substitute costs 1/4 max HP, absorbs damage, blocks status/stat/side
effects; screens double effective defense (bypassed by crits); Focus
Energy keeps the Gen 1 quarter-rate bug under gen1_faithful.
- Status: sleep 1-7 turns (wake turn is lost), freeze permanent, burn
halves physical attack, paralysis speed/4 + 25% full para, Toxic's
rising counter, Leech Seed transfer, confusion 2-5 turns with 50%
40-power typeless self-hit.
- Trainer Pokémon use fixed DVs 9/8/8/8 (TrainerAI.asm convention).
## Items (engine/items/item_effects.asm)
- Potion family 20/50/200/full; drinks 50/60/80; status heals per item;
Revive half HP; Rare Candy = exact next-level exp with HP delta kept;
evolution stones use the extracted evos data; TMs single-use / HMs
reusable, gated by the species' real tmhm list; Repel 100/200/250
steps blocking wilds below the lead's level; Escape Rope returns to
the last heal point.
- Snorlax (Route 12/16) only wakes via `ItemUsePokeFlute` (item-use
menu, adjacent to it, not yet beaten), talking to it with the POKé
FLUTE merely in the bag has no effect (`engine/items/item_effects.asm`,
`scripts/Route12.asm`/`Route16.asm`).
- Mart inventories come from the script_mart lists per clerk; selling
pays half price; TM prices from tm_prices.asm.
## Overworld field systems
- Ledges from ledge_tiles.asm (facing + standing tile + ledge tile +
input direction -> two-cell hop).
- Counter talk-through uses the tileset's counter tiles
(tileset_headers.asm), which is how mart clerks and nurses work.
- Trainer sight (`home/trainers.asm` CheckFightingMapTrainers +
`engine/overworld/trainer_sight.asm`): extracted per-trainer range,
inclusive tiles along the facing line; detection runs only on
tile-aligned frames, before input handling, so on detection the d-pad
is dead (wJoyIgnore) and the player freezes on the spotted tile; the
"!" holds 60 frames (EmotionBubble), then the trainer walks
distance1 steps to the adjacent tile (none if already adjacent) and
uses the real battle/won/after dialogue from the trainer headers.
Sight is a pure screen-coordinate comparison with no line-of-sight
obstruction check (TrainerEngage / CheckSpriteCanSeePlayer): an
aligned in-range trainer engages through interposed NPCs and
unwalkable tiles, and the walk-up (TrainerWalkUpToPlayer, a fixed
distance1 MoveSprite_ script) has no collision either, so the
trainer simply walks/overlaps through anything on the line, as OAM
sprites overlap on hardware.
- Elevator rides (`engine/overworld/elevator.asm` ShakeElevator →
`src/world/ElevatorShake.lua`): choosing a floor stops the music,
bounces the BG scroll ±1 px around rest for 100 two-frame cycles with
SFX_COLLISION retriggered every cycle, restores the scroll, plays
SFX_SAFARI_ZONE_PA to completion, and restarts the map theme before
the floor warp. Lead-in delays kept per script: 9 frames of Delay3s
inside ShakeElevator (Celadon farjps in), 12 with the Silph/Rocket
scripts' extra Delay3. The offset applies to the BG layer only,
sprites are OAM and stay put. After the ride the port no longer
jump-cuts: choosing a floor rewrites the car's own exit-warp entries
to that floor (`engine/events/elevator.asm` DisplayElevatorFloorMenu
.UpdateWarp, per scripts/SilphCoElevator.asm /
CeladonMartElevator.asm / RocketHideoutElevator.asm), then the player
is walked out through the doorway onto that warp (ow:scriptMove →
ow:takeWarp), like the original.
- Field-move gates (engine/overworld/field_move_messages.asm +
start_sub_menus.asm): IsSurfingAllowed ported exactly, SURF refuses
with _CyclingIsFunText while the Cycling Road's BIT_ALWAYS_ON_BIKE is
armed (save.forcedBike: set on the Route 16/18 forced-bike tiles,
cleared by the gates, Fly, dungeon/blackout warps; the forced mount
itself is silent, as in CheckForceBikeOrSurf) and with
_CurrentTooFastText on Seafoam B4F's stairs square (7,11) until both
EVENT_SEAFOAM4 boulders are down. Re-selecting SURF while surfing is
ItemUseSurfboard's dismount attempt: steps ashore silently if the
facing tile is land-passable and unoccupied, else "There's no place
to get off!", and the menu closes either way (wActionResult stays 1).
STRENGTH's first page auto-advances after the cry + Delay3 (no
prompt); "can move boulders." prompts. The GBPalWhiteOutWithDelay3
white blink plays on every .goBackToMap closer: Strength, surf
mount/dismount/no-place, Flash (after its text), and Dig/Teleport
(Cut closes without a blink, per the asm).
- Wild slot table + rate per map; water encounter tables used while
surfing.
- Cut-tree block swaps from cut_tree_blocks.asm; surfable tilesets from
water_tilesets.asm (water tile $14, plus $32 on SHIP_PORT).
## Story events (data/scripts/story.lua and friends)
- Every hand-ported script cites its scripts/*.asm source and reuses the
real extracted text and event-flag names.
- Custom flag names (audited equivalent): three port-internal flag
families have no pokered EVENT constant but mirror the original's
state exactly. EVENT_TRADED_* are per-trade names for
wCompletedInGameTradeFlags bits (engine/events/in_game_trades.asm:
FLAG_TEST before the offer → after-trade text, FLAG_SET on completion;
dialogset text families, party-menu pick, the received mon joins the
end of the party, ConnectCable→anim→TradedFor→Thanks all ported).
EVENT_GOT_EEVEE is bookkeeping alongside the real guard, the hidden
ball object (scripts/CeladonMansionRoofHouse.asm HideObject, ≡
save.objectToggles), and self-heals older saves; a full party+box
keeps the ball claimable (_BoxIsFullText). EVENT_BEAT_SS_ANNE_RIVAL
stands in for scripts/SSAnne2F.asm's saved wSSAnne2FCurScript NOOP
progression, including the lose-and-retrigger path (flag only set on
victory). Names are kept for save compatibility. Coverage:
tests/parity_trade_gift.lua.
- The Pallet Town intro follows pokered exactly: the trigger is
PalletTownDefaultScript's wYCoord==1 check, Oak appears at (8,5) and
takes FindPathToPlayer's zigzag to one tile below the player, and the
escort is RLEList_ProfOakWalkToLab against the reverse-order playback
of RLEList_PlayerWalkToLab (the 17th simulated press is eaten by the
door-warp frame), followed by the OaksLab walk-in and choose-mon
exchange with map music deferred like BIT_NO_MAP_MUSIC. Oak's speech
ends with the real shrink: RedPicFront collapses through the extracted
ShrinkPic1/ShrinkPic2 into the overworld walking sprite on
OakSpeech.asm's frame timings (SFX_SHRINK, 4/4/20/50-frame beats, fade
to white), with the closing text box held on screen. The escort's
scripted steps run 16 frames/tile (chained single-tile scriptMoves
start back-to-back, no idle frame); Oak marches in place on the door
mat for RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat
(movement.asm ChangeFacingDirection → zero-delta TryWalking); the "!"
EmotionBubble overlaps the still-shown "Hey! Wait!" box
(PalletTownOakText prints without a button wait, then DelayFrames 10 →
EmotionBubble before the box clears); and the shrink beat ramps the
music to silence over ~70 frames (wAudioFadeOutControl = 10;
home/fade_audio.asm FadeOutAudio steps rAUDVOL 7→0) rather than
hard-stopping.
- The 12 disguised static wild battles (Power Plant Voltorb/Electrode +
Zapdos, Articuno, Moltres, Mewtwo) follow TalkToTrainer/
EndTrainerBattle exactly: cry + battle text, after-battle text without
a rematch once EVENT_BEAT_* is set, and the flag/HideObject on any
non-blackout result (fleeing loses the legendary, as in Gen 1).
Snorlax hides before its battle and only shows the calmed-down/
returned line when not caught. Zapdos/Articuno/Moltres/Mewtwo's
battle text is a text_far string ending in a bare "...@" terminator
(no <DONE>/<PROMPT>) followed by text_asm PlayCry + WaitForSoundToFinish:
the box types with no ▼ prompt and auto-closes only once the cry
finishes, never on a button press, ported via `Commands.play_cry`
stashing the pending cry for the following `Commands.show_text` to
consume as the TextBox's auto-close sound. Voltorb/Electrode's battle
text has no PlayCry call in the ROM at all and keeps the ordinary
button-wait close.
- Gym leader repeat dialogue (data/scripts/gyms.lua): each leader's
text_asm branches on EVENT_BEAT_<LEADER>, pre-badge talk prints the
pre-battle text and engages the leader battle (badge/TM via
data/scripts/victories.lua); post-badge talk prints the leader's
post-battle advice text (Misty's is her TM11 explanation). The
originals' middle branch (beaten but TM not handed over) is
unreachable since the TM is granted with the victory. Giovanni's
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
fade-to-black/fade-in Transition matching ViridianGym.asm's
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
permanently via TOGGLE_VIRIDIAN_GYM_GIOVANNI in save.objectToggles.
- Cable Club receptionists (TX_SCRIPT_CABLE_CLUB_RECEPTIONIST →
CableClubNPC, all 12 Pokémon Centers): welcome, pre-Pokédex "making
preparations" brush-off, and the apply/save YES-NO are ported;
accepting saves the game and opens the link menu, declining prints
"Please come again!".
- Cinnabar fossil deposit follows GiveFossilToCinnabarLab: a menu of
carried fossils (FossilsList order), SeesFossilText with a Yes/No
confirm, ComeAgainText on either cancel.
- Hall of Fame induction: each party mon's front sprite scrolls in from
the left at 4px/frame, matching HoFShowMonOrPlayer's .ScrollPic
front-pic phase (engine/movie/hall_of_fame.asm); the back-pic's
enlarged/blurred pre-wipe is a VRAM-scroll-register trick not
replicated in this sprite-based renderer. The finale
(HoFDisplayPlayerStats) shows trainer name, play time, money, POKéDEX
seen/owned, and Prof. Oak's rating text (engine/events/
pokedex_rating.asm DexRatingsTable) from real save data.
- End credits + post-game reset (engine/movie/credits.asm,
scripts/HallOfFame.asm): screen-by-screen CreditsOrder pages (hlcoord
9,6 + signed columns), FadeInCredits' 4x5-frame ramp, 90/110/120/140-
frame holds, DisplayCreditsMon's 27-frame 8px/frame silhouette wipe,
LoadCopyrightTiles' three-row block, THE END at (4,8). While THE END
is up the HoF script autosaves (wLastBlackoutMap := PALLET_TOWN; the
player is saved in the HALL_OF_FAME room), waits 600 frames, then A/B
triggers `jp Init`, the boot sequence replays into the title screen.
- Victory Road's boulder switches replicate the original's
ReplaceTileBlock data: 1F boulder at (17,13) -> block $1D at (4,6);
2F boulders at (1,16)/(9,16) -> $15 at (3,4) and $1D at (11,7); 3F
boulder at (3,5) -> $1D at (3,5), and the (23,15) hole drops the
boulder to 2F (hide/show toggle). Barriers are re-applied from flags
on map entry, exactly like the originals' map-load scripts.
- Item balls, static legendary encounters and trainer rewards
(badges + gym TMs, the Silph Giovanni flag) are generic systems driven
by the extracted object args and a hand-ported reward table
(data/scripts/victories.lua).
- In-game trades use the real data/events/trades.asm table (species in,
species out, original nickname).
## Safari game (engine/events/hidden_events/safari_game.asm + engine/battle)
- ¥500 buys 30 SAFARI BALLs and 502 steps (scripts/SafariZoneGate.asm
sets `wSafariSteps = 502`); steps count down on the four outdoor zone
maps and hitting 0 (or throwing the last ball) ends the game at the
gate.
- Safari battles offer BALL / BAIT / ROCK / RUN; no player Pokémon
acts. The working catch rate starts at the species rate; BAIT halves
it and adds 1-5 to the bait factor (zeroing the escape factor); ROCK
doubles it (cap 255) and adds 1-5 to the escape factor (zeroing bait)
-- ItemUseBait/ItemUseRock in engine/items/item_effects.asm.
- Each turn one factor decays ("is eating!" / "is angry!"); when the
escape factor decays to 0 the catch rate resets to the species rate
(PrintSafariZoneBattleText, engine/battle/safari_zone.asm).
- Flee check (engine/battle/core.asm): `b = 2 * (speed % 256)`; the mon
always flees when speed > 127; while eating `b /= 4`, while angry
`b = min(255, 2b)`; it flees when `rand(0,255) < b`.
- The SAFARI BALL rolls the ULTRA_BALL rand range (0-150) in the Gen 1
catch formula, against the BAIT/ROCK-modified rate.
## Slot machines (engine/slots/slot_machine.asm)
- The three reels are the extracted 18-symbol wheel sequences
(data/events/slot_machine_wheels.asm); bet 1 plays the middle row,
bet 2 adds top+bottom, bet 3 adds both diagonals.
- Payouts: 7-7-7 = 300, BAR = 100, CHERRY = 8, MOUSE/FISH/BIRD = 15
(SlotRewardPointers).
- Per-wheel stop/slip rules ported exactly: wheel 1 spends up to 4 slip
charges, slipping past a centred CHERRY (in seven-and-bar mode it
always slips all 4 via pokered's `cp HIGH(SLOTS7)` bug); wheel 2 stops
as soon as wheels 1+2 line up any potential match (pairs checked b/b,
b/m, m/m, t/m, t/t) or, in seven-and-bar mode, on 7/BAR; wheel 3 rolls
past forbidden matches free and burns wSlotMachineRerollCounter
charges on winnable no-match spins, animated tile-by-tile. Luck flags
(SetFlags): seven-and-bar mode is sticky across spins; r==0 arms 60
allow-matches charges; a BAR win clears flags; a 300 win zeroes the
counter and clears flags with probability 128/256; 8/15 wins burn one
charge. Lines are checked in asm order with the first match taken;
A-presses are ignored while a prior wheel's slip counter is nonzero.
Machine and COIN CASE texts are byte-identical
(_GameCorner*Text; AbleToPlaySlotsCheck's no-coins gate included).
- Flow brackets: PromptUserToPlaySlots "A slot machine! Want to play?"
(YesNoChoice) and MainSlotMachineLoop's "One more go?" (TwoOptionMenu);
the x3/x2/x1 coin menu (CoinMultiplierSlotMachineText) defaults its
cursor to x3, bet = 3 - menu item. Static frame: the real
SlotMachineMap (gfx/slots/slots.tilemap, 20x12 tile ids < $25) blitted
from red_slots_1.png, extracted as field.slotSymbols.tilemap
(tools/extract/gfx.py extract_slots). Win flash:
SlotMachine_CheckForMatches.flashScreenLoop flips rBGP (shade 3->2) b
times at 5 frames each, b = 20/8/4/2 for the 300/100/15/8 rewards
(SlotReward{300,100,8,15}Func). Payout drip:
SlotMachine_PayCoinsToPlayer credits one coin every 8 frames (4 for a
7/BAR), SFX_SLOTS_REWARD per coin, rOBP0 symbol flicker every 5 coins.
## Spinner arrow tiles (scripts/*.asm arrow movement tables)
- Viridian Gym and Rocket Hideout B2F/B3F keep per-coordinate RLE
movement lists (map_coord_movement); each list executes backwards
from its terminator (DecodeArrowMovementRLE), sliding the player and
chaining onto further arrows.
## Cries (data/pokemon/cries.asm, audio/engine_1.asm)
- Each species = a base cry (one of 38 SFX_CryXX streams) + a frequency
modifier added to every note's frequency register
(Audio1_ApplyFrequencyModifier) + a tempo modifier
(`sfx tempo = $80 + length`, Audio1_SetSfxTempo). All 151 cries are
rendered offline with those modifiers applied and play on battle
entry and Pokédex pages.
## Hidden events & facility puzzles
- Card key doors (engine/events/card_key.asm): door tiles $18/$24
(SILPH_CO_11F: $5e) replaced with block $0e ($03 on 11F).
- Vermilion trash cans
(engine/events/hidden_events/vermilion_gym_trash.asm): the first-lock
can re-rolls on every Vermilion City map load (VermilionCity_Script's
Random & $e, even cans) and after every failed second-can guess; the
second lock uses the GymTrashCans table verbatim, including the
underflow bug that can place it in can 0 regardless of adjacency; a
wrong pick resets EVENT_1ST_LOCK_OPENED and re-rolls immediately; only
SuccessText3 prints on completion; the gym door block at (2,2) is
$24 closed / $5 open (scripts/VermilionGym.asm). SuccessText1/
SuccessText3/FailText play SFX_SWITCH/GO_INSIDE/DENIED from each
text's text_asm tail after the text prints (DisplayTextID's
WaitForTextScrollButtonPress then holds the box), so the port fires
them from an onDone on the TextBox, landing the beep as the box
closes rather than as it opens.
- Menu close-keys follow pokered's per-menu wMenuWatchedKeys mask, not
a single global rule: the shared Menu base (src/ui/Menu.lua) closes
on B only, and START-close is opt-in via opts.startCloses. Only the
start menu sets it, matching engine/menus/draw_start_menu.asm's
PAD_DOWN|PAD_UP|PAD_START|PAD_B|PAD_A; OptionsMenu also closes on
START via its own loop, matching engine/menus/main_menu.asm
DisplayOptionMenu's explicit B_PAD_B/B_PAD_START checks. Every other
menu (bag/PC item lists PAD_A|PAD_B|PAD_SELECT, party menu /
BUY-SELL-QUIT / USE-TOSS submenu / PC menus / Pokedex side menu
PAD_A|PAD_B) leaves PAD_START unwatched, so START does not close
them. START never replays SFX_PRESS_AB (HandleMenuInput_ beeps only
for the PAD_A|PAD_B branch).
- Old man tutorial hollow cursor: the item list is itself scripted in
pokered (DisplayListMenuID's old-man branch, home/list_menu.asm:65-91)
, no input is read; the filled '▶' hovers POKé BALL for 80 frames,
auto-presses A, then PlaceUnfilledArrowMenuCursor leaves the hollow
'▷' on that row until ItemUseBall tears the list down for the throw.
Ported via ListMenu's opts.script hook (src/ui/ListMenu.lua) and
BattleState:openOldManBag driving the same beats. The MissingNo./
wGrassRate side effects of the OLD MAN name swap are not modeled,
see docs/gameboy-hardware-limitations.md.
- Gym statues (gym_statues.asm): plaque with the city/leader from each
gym's script; the player joins WINNING TRAINERS with the badge.
- Route 22 gate / Route 23 guards: real trigger rows, badge order
(EARTH down to CASCADE) and EVENT_PASSED_*_CHECK skip flags.
- Game Corner poster (scripts/GameCorner.asm): block (8,2) $2a -> $43
on EVENT_FOUND_ROCKET_HIDEOUT.
- Seafoam Islands (scripts/SeafoamIslandsB3F/B4F.asm): reversed-RLE
current paths, Seafoam4HolesCoords boulder holes setting the
EVENT_SEAFOAM*_BOULDER*_DOWN_HOLE pairs, the forced pool exit rows.
- Rock Tunnel darkness: wMapPalOffset = 6 on entry, cleared by Flash
(BOULDERBADGE) or leaving (home/overworld.asm).
## Battle extras
- GROWL/ROAR (GetMoveSound/IsCryMove, engine/battle/animations.asm
~2196): the move's own MoveSoundTable tempo byte (Growl $c0, Roar
$40, both pitch $00) layers onto the cry via `Sound.playMoveCry`'s
`Source:setPitch(256/(128+tempoMod))`. Transform (engine/gfx/
palettes.asm DeterminePaletteID, bit TRANSFORMED): the swapped-in pic
is tinted PAL_GRAYMON via `PaletteFX.monPal(data, species,
transformed)`, not the copied species' own palette, in
`BattleState:speciesSprite`. Growl (DoGrowlSpecialEffects,
animations.asm ~928): AnimPlayer's GROWL frame-block branch keeps a
`growlNoteTrail` snapshot so each block's emitted sprites include the
previous block's note copy alongside the current one (GROWL skips
AnimationCleanOAM between blocks per the `cp GROWL` check ~line 145);
ROAR is unaffected since the asm never applies this quirk to it.
- Master/Ultra ball tosses flicker the OBJ palette: DoBallTossSpecial
Effects (engine/battle/animations.asm:685) XORs rOBP0 with %00111100
after every frame block while wCurItem <= ULTRA_BALL, so the 11 toss
blocks alternate the $F0/$CC shade maps starting normal; PlayAnimation
pushes/pops rOBP0 around each subanimation row, so the ambient
palette returns when the toss ends. GREAT/POKE/SAFARI balls never
flicker, and the toss arc always follows wCurItem via
TossBallAnimation, including the ghost-dodge throw.
- Anim-layer OBJ colorization is per 8x8 attribute cell: the SGB's
ATTR_BLK regions color the composited DMG picture per cell, not per
OAM entry, so an anim sprite overlapping a zone boundary takes each
cell's palette on the pixels inside it, AnimPlayer samples the zone
under every cell an 8x8 tile touches and repaints differing cells
through a cell-clipped scissor (aligned tiles stay one draw).
- Ball wobbles (ItemUseBall): Z = X*Y/255 + status2 with
Y = rate*100/ballFactor2; <10/<30/<70 -> 0/1/2 shakes, else 3, with
the matching ItemUseBallText01-04 lines.
- Trainer class AI (data/trainers/ai_pointers.asm +
engine/battle/trainer_ai.asm): per-class item/switch routines with
wAICount uses per Pokémon, ported to data/scripts/ai_classes.lua.
- Exp (engine/battle/experience.asm): baseExp*level/7 divided by the
participant count, x1.5 for trainers, x1.5 for traded mons; stat exp
in full to each participant.
- Move sounds: data/moves/sfx.asm (sound + pitch/tempo per move). The
pitch/tempo modifiers are applied at synthesis time
(Audio2_ApplyFrequencyModifier adds pitch to every frequency write;
Audio2_SetSfxTempo scales tone-channel note lengths, noise skips it),
128 variant WAVs keyed "<sfx>@<pitch><tempo>" that Sound.playMove
selects, exact rather than a playback-rate approximation. Per-row
sounds fire as PlayAnimation does; GROWL/ROAR (IsCryMove) play the
attacker's cry. Hit sounds by effectiveness (Damage/Super/NotVery).
- Screen-effect animations (engine/battle/animations.asm +
engine/gfx/screen_effects.asm): every SE_* is implemented per-routine,
FlashScreen/FlashScreenLong (the FlashScreenLongSGB 12-entry table),
Dark/Light/DarkenMon/Reset palette ops (shade-map permutations of the
SGB zone palettes), all SlideMon variants, ShakeBackAndForth,
BoundUpAndDown, SquishMonPic, Minimize (real MinimizedMonSprite),
spiral/shoot-balls/water-droplets/leaves emitters compiled from the
asm trajectories, per-animation-id frame-block flashes (Explosion,
Rock Slide's rumbles, Blizzard's cadence...), AnimationWavyScreen with
true per-scanline offsets, PredefShakeScreenHorizontally/Vertically
and ShakeEnemyHUD. SE rows carry the faithful blocking durations.
- SGB battle colorization (SetPal_Battle, BlkPacket_Battle,
SetAnimationPalette): the battle screen is colorized by zone, player
HUD, enemy HUD, player mon + message box, enemy mon; trainer front
pics and the player/old-man back pics take PAL_MEWMON (both species
IDs are zero at the intro, so MonsterPalettes[0]); the ghost keeps the
disguised species' palette; attack animation sprites and thrown balls
are colored through the OBJ palettes (wAnimPalette $F0 on SGB, ambient
$E4, OBP1 $6C). Headless/no-shader environments fall back to the flat
pipeline.
- Mimic resolves mid-move (MimicEffect): accuracy first, then the
player's copy menu (enemy/link copy a random slot); the copy
overwrites only the slot's move ID, PP is shared with Mimic's slot,
and reverts on switch/battle end.
- Old man tutorial (DisplayBattleMenu's BATTLE_TYPE_OLD_MAN branch): the
real scripted cursor, ▶ beside FIGHT for 80 frames, beside ITEM for
50, ITEM force-selected into the POKé BALL x50 list; the throw always
catches at full HP (item_effects.asm jumps straight to .captured, 3
shakes, no party/dex add, no ball consumed); backing out of the bag
replays the script. The old man never attacks, the original tutorial
is menu navigation + a guaranteed catch, nothing more.
## Link battles (lockstep)
- Both sides simulate with a shared Park-Miller RNG stream (host deals
the seed), identical pack/unpack-clamped party copies, no badge
boosts, and a mirrored speed-tie roll (the guest inverts it); a
canonical host-side-first state hash is exchanged per turn and any
mismatch ends the match as a draw.
## Music (audio/engine_1.asm)
- Note duration: `frames = length * speed * tempo / 0x100` with
fractional carry, at 60 fps (Audio1_note_length / CalculateDelay).
- Frequency: `reg = pitches[note] asr (octave - 1)` (CalculateFrequency;
the octave byte stores `8 - octave`), `f = 131072/(2048 - reg)` for
squares, halved for channel 3.
- note_type volume/fade renders as an NRx2-style envelope (step every
`fade/64` s); duty_cycle maps to 12.5/25/50/75% pulse widths;
sound_call/sound_loop honor the engine's one-level call stack and
loop counters.
## Text & font
- The Pokédex height row uses the real /″ tiles: gfx/pokedex/pokedex.png
tiles 0/1 are patched over font-extra slots $60/$61 exactly as
engine/gfx/load_pokedex_tiles.asm loads them over vChars2 (they replace
glyphs charmap.asm marks unused); ASCII `"` aliases to the closing-
quote glyph $73 so stray hand-written quotes render.
## Validation against the original
- `tests/run_tests.lua` pins hand-checked values: L5 Bulbasaur 19 HP /
9 Atk at 0 DVs, L100 Mewtwo 415 HP / 406 Spc at max DVs+statExp,
MEDIUM_SLOW(5) = 135, type chart spot checks, deterministic damage
rolls, Route 1 slot 1 = L3 Pidgey.
- The autopilot run reproduces the original's early flow on real map
data: Pallet sign text, lab door warp target (5,11), Oak's Lab exit by
walking off the mat, connection into Route 1 at matching x.
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# Building a Blue Version of the port
pokered builds Red and Blue from one source tree: the Makefile
assembles everything twice with `rgbasm -D _RED` or `-D _BLUE`, and
every in-game difference sits in an `IF DEF(_RED)` / `IF DEF(_BLUE)`
block. Our extraction pipeline resolves those conditionals the same
way (`tools/extract/util.py` `ASM_DEFINES`), so most of a Blue build
falls out of re-running the extractors. Only three things are
hand-ported on the Lua side and need swapping by hand.
## What differs between Red and Blue
| Where (pokered) | What |
| --- | --- |
| `data/wild/maps/*.asm` (34 files) | Version-exclusive encounters (Red: Ekans, Oddish, Growlithe, Mankey, Scyther, Electabuzz, Blue: Sandshrew, Bellsprout, Vulpix, Meowth, Pinsir, Magmar) |
| `data/pokemon/title_mons.asm` | The 16 title-screen Pokémon |
| `engine/movie/title.asm` + `gfx/version.asm` | The "Red Version" / "Blue Version" ribbon |
| `constants/player_constants.asm` | Preset names (Red: RED/ASH/JACK + BLUE/GARY/JOHN) |
| `data/sgb/sgb_palettes.asm`, `sgb_border.asm` | Super Game Boy palettes and border |
| `data/events/prizes.asm`, `prize_mon_levels.asm` | Game Corner prize mons, costs and levels |
| `engine/movie/intro.asm`, `data/credits/credits_text.asm`, `engine/slots/slot_machine.asm`, `engine/battle/animations.asm`, `audio/sfx/save_3.asm` | Small gated tweaks (credits say "BLUE VERSION STAFF", etc.) |
## Step 1, flip the extraction define
`tools/extract/util.py`:
```python
ASM_DEFINES = {"_RED"} # -> {"_BLUE"}
```
Then regenerate everything (same as scripts/setup.sh does):
```sh
cd tools
../.venv/bin/python3 build_data.py \
--pokered /Users/bryanbassett/Documents/development/pokered \
--out ../data/generated --assets ../assets/generated
```
This alone switches the wild encounters, preset names, SGB palettes
and credits text. **Caveat:** `parse_preset_names` sanity-checks in
`tools/extract/field.py:1193` expect "RED" in the player presets,
relax that check for a Blue build (Blue's presets are BLUE/GARY/JOHN
for the player and RED/ASH/JACK for the rival).
`tools/extract/palettes.py` uses its own raw reader with hardcoded
`IF DEF(_BLUE)` skipping (around line 44), invert that too, or port
it to `read_asm` so `ASM_DEFINES` covers it.
## Step 2, title screen (hand-ported)
`src/ui/TitleState.lua`:
1. **Ribbon art.** The extractor writes
`assets/generated/title/red_version.png`; add `blue_version.png`
to `gfx.extract_title` in `tools/extract/gfx.py` (source:
`gfx/title/blue_version.png`, 64×8). In `TitleState:draw()`, the
Red strip needs two quads (tiles 01 "Red", skip, tiles 59
"Version", `title.asm` `VersionOnTitleScreenText`). Blue's strip
prints its tiles contiguously (`db $61..$68`), so draw the whole
64×8 image at px (56, 64) and verify with the title driver
screenshot.
2. **Title mons.** Replace `CYCLE_SPECIES` with Blue's list from
`data/pokemon/title_mons.asm`:
```lua
local CYCLE_SPECIES = {
"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
}
```
## Step 3, Game Corner prizes (hand-ported)
`data/scripts/story3.lua` (~line 209) carries the Red prize tables.
Blue's values (`prizes.asm` + `prize_mon_levels.asm`):
| Prize | Cost | Level |
| --- | --- | --- |
| ABRA | 120 | 6 |
| CLEFAIRY | 750 | 12 |
| NIDORINO | 1200 | 17 |
| PINSIR | 2500 | 20 |
| DRATINI | 4600 | 24 |
| PORYGON | 6500 | 18 |
(TM prizes are identical in both versions.)
## Step 4, verify
```sh
luajit tests/run_tests.lua
```
Plus two spot checks:
```sh
# every grass table must have exactly 10 slots (a conditional-parsing
# regression shows up as 1920 slots)
luajit -e 'local e=dofile("data/generated/encounters.lua")
for m,d in pairs(e) do if type(d)=="table" and d.grass and #d.grass.slots>0
and #d.grass.slots~=10 then print("BAD",m,#d.grass.slots) end end'
# a Blue exclusive should now appear (and Growlithe should not)
grep -c VULPIX data/generated/encounters.lua
grep -c GROWLITHE data/generated/encounters.lua
```
Title screenshot: run the driver in
`tests/drivers/` style (`SHOT_DIR=... POKEPORT_DRIVER=... love .`) and
eyeball the ribbon, title mon, and copyright row.
## What you get for free / what to skip
- Free after re-extraction: encounters (incl. Super Rod groups), SGB
palettes, preset names, credits text, the gated sfx/animation
tweaks.
- Trades, gift Pokémon, story scripts, gym data: identical in Western
Red/Blue, nothing to touch.
- Save files: a Red save loads fine, but dex AREA nests and new
encounters will be Blue's. Trainer parties are identical.
## Making it a runtime toggle instead
If you want one build with both versions, extraction would need to
emit both branches keyed by version (e.g. `slots` / `slotsBlue`) and
the three hand-ported spots would read a `save.version` or
`conf.lua` flag. That is a bigger change than the rebuild above,
the flip-and-regenerate route needs no engine changes at all.
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# ROM Extraction Notes
There are two ROM-only extraction paths:
- The packaged app uses `src/import/RomImporter.lua` and
`src/import/RomExtractor.lua` on first boot.
- Developers can run `tools/build_data.py --rom <path> [--clean]` to generate
data in the source tree for audit and parity work.
Both paths read only the supplied ROM and the checked-in
`tools/rom_manifest.json`. Neither invokes RGBDS, Git, or a disassembly.
## Validation
Only the canonical US Pokemon Red ROM is supported. SHA-1 is checked before
any cached output is removed or written.
## Decoded Data
| Area | ROM data |
| --- | --- |
| world | map headers, block maps, connections, warps, signs, objects |
| tiles | tileset graphics, blocksets, collision, door and warp tile lists |
| text | 2,584 text command streams and RAM/number substitutions |
| Pokemon | names, stats, evolutions, learnsets, Dex data, compressed pictures |
| battle | moves, detailed animations, OAM frames/tiles, effects, type chart, palettes, trainer parties/AI/pictures |
| inventory | item names, prices, key-item flags, TM/HM data |
| encounters | grass and water wild tables |
| UI | fonts, icons, title/intro, trainer card, town map, slots, field effects |
| audio | music, SFX and cry headers, channel programs, wave instruments |
The Python and Lua picture decompressors implement the Gen 1 `pic` format.
Graphics are converted to RGBA PNGs. OAM artwork uses transparent color 0;
battle pictures use edge-connected white matting so white interior details
remain visible.
The in-app importer stores three audio ROM banks as a 48 KiB
`programs.bin`. `src/core/ChipAudio.lua` interprets the channel bytecode and
synthesizes music as a queueable stream; SFX and cries are synthesized on
demand. This avoids shipping or generating a large WAV/OGG tree.
## Metadata Boundary
Names, dimensions, enum ordering, Lua script hooks, and hand-ported field
behavior do not survive compilation in a form the Lua runtime can infer.
Those relationships are bundled in `rom_manifest.json`. The manifest stores
no dialogue strings, images, audio samples, or ROM bytes.
`tools/make_rom_manifest.py` and `tools/verify_rom_data.py` are developer audit
tools. They are not used by the packaged game.
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| # | Mechanic | Value | Why the Game Boy had this limit | Where it lives here |
|---|---|---|---|---|
| 1 | Bag capacity | 20 item slots by default | `wNumBagItems` save block was a fixed 20-entry id/quantity array in SRAM | `Data.constants.bagSize`, read by `src/inventory/Bag.lua` (`Bag.capacity`) |
| 1 | Bag capacity | 20 item slots | `wNumBagItems` save block was a fixed 20-entry id/quantity array in SRAM | `src/inventory/Bag.lua:8` (`Bag.CAPACITY = 20`) |
| 2 | Party size | 6 Pokémon | `wPartyMon1..6` were 6 fixed save-RAM slots | `src/pokemon/Party.lua:5` (`Party.MAX = 6`) |
| 3 | PC storage | 12 boxes × 20 Pokémon | `wBoxDataStart` / Bill's PC allocated a fixed 12×20 SRAM block | `src/pokemon/Boxes.lua:7-8` |
| 4 | Moves per Pokémon | 4 | Fixed 4-move-slot field in the party/box Pokémon struct | `src/pokemon/Pokemon.lua:20`, enforced again in `src/battle/BattleState.lua:1941` |
@@ -38,10 +38,6 @@ this port.
## Notes
- Mods may patch `constants.bagSize` through the public content registry. The
native `save.lua` format keeps every existing item when the configured
limit changes; exporting to a cartridge `.sav` still writes only the first
20 bag slots because the original SRAM layout has no room for more.
- PC Box **overflow handling** was deliberately changed even though the
20×12 box *shape* was kept faithful: instead of Gen 1's "full box discards
or blocks the deposit," this port spills into the next box with room.
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# Build & install on your iPhone — step by step
Don't want to install Xcode? Download the release IPA and sideload it with
AltStore instead — see [ios-sideload.md](ios-sideload.md).
This guide assumes **zero** programming experience. Follow it top to
bottom and you'll have the game running on your own iPhone in roughly an
hour (most of it is waiting for downloads).
## What you need
- A **Mac** (any Apple-silicon or recent Intel Mac on macOS 14 or newer)
- An **iPhone** and its **charging cable**
- A free **Apple ID** (the same account you use for the App Store)
- Your **own, legally obtained** Pokémon Red or Blue ROM file (a 1 MB
`.gb` file). This project ships no game data — the app rebuilds
everything from *your* cartridge dump and verifies it before use.
- About **15 GB free disk space** (Xcode is enormous; the game itself is
tiny)
> **Free vs. paid Apple account:** a free Apple ID works. The only catch:
> apps signed with a free account stop launching after **7 days** — just
> re-run the install command (step 5) to re-sign; your save data is kept.
> A paid Apple Developer account ($99/yr) extends that to a year.
---
## Step 1 — Install Xcode (once)
1. On the Mac, open the **App Store**, search **Xcode**, click **Get**.
It's a ~10 GB download — go make tea.
2. Open Xcode once. Accept the license. If it offers to install extra
components or the **iOS platform**, say yes and let it finish.
## Step 2 — Sign Xcode into your Apple ID (once)
1. In Xcode's menu bar: **Xcode → Settings → Accounts**.
2. Click the **+** in the bottom-left → **Apple Account** → sign in.
3. Close the window. (This quietly creates the "signing certificate" the
build uses — you never have to touch it again.)
## Step 3 — Get this project onto the Mac
If you received it as a folder, put it somewhere easy like your home
folder. If it's on GitHub, click the green **Code** button → **Download
ZIP**, then double-click the zip to unpack it.
## Step 4 — Build it (one command)
1. Open the **Terminal** app (press ⌘-space, type `terminal`, press
return).
2. Type `cd ` (c, d, space — don't press return yet), then **drag the
project folder** from Finder onto the Terminal window — it fills in
the path — and press **return**.
3. Paste this and press return:
```sh
scripts/build_ios.sh --fetch
```
The first run downloads the LÖVE engine and compiles everything
(515 minutes). Lines of build output scrolling by is normal. You're
done when you see **`==> done`**.
## Step 5 — Put it on your iPhone
1. Plug the iPhone into the Mac with the cable. **Unlock it** and keep it
unlocked. If it asks **"Trust This Computer?" → Trust**.
2. Paste this and press return:
```sh
scripts/build_ios.sh --device --install
```
The script finds your signing identity and your phone by itself. If it
complains, it tells you exactly what to fix (usually: the phone was
locked — unlock and re-run).
3. First time only, the iPhone will want two approvals:
- **Developer Mode**: Settings → **Privacy & Security** → scroll to
**Developer Mode** → turn on → restart the phone → confirm.
- **Trust the developer**: Settings → **General** → **VPN & Device
Management** → tap the entry under *Developer App* → **Trust**.
Then re-run the command in step 5.2 if the install had failed.
## Step 6 — Give it your ROM and play
1. Get your `.gb` file onto the phone — AirDrop it to yourself, or save
it in iCloud Drive / Files.
2. Open the app. On the **RED** tab, tap **Import ROM** and pick your
`.gb` file in the file browser that appears. (Alternative: in the
**Files** app, drop the `.gb` into **On My iPhone → the game's
folder** and just reopen the app — it imports automatically.)
3. Import takes ~10 seconds, the button turns into **Play Red** — tap it.
## Optional goodies
- **Mods**: launcher → **MODS** tab → **Import mod .zip**.
- **Save import/export**: buttons on each game's tab, using the normal
iOS file picker.
## When things go wrong
| Symptom | Fix |
|---|---|
| `xcodebuild not found` | Xcode isn't installed or wasn't opened once — do Step 1 |
| `no Apple signing identity found` | Do Step 2, then re-run |
| `no iPhone/iPad found` | Cable in? Phone unlocked? Tapped "Trust"? |
| Install fails with "locked" | Unlock the phone, keep it unlocked, re-run |
| App icon appears then won't open | Do the two approvals in Step 5.3 |
| App stops launching after a week | Free-account 7-day limit — re-run Step 5.2 |
| "That ROM could not be imported" | The file isn't a canonical 1 MB US Red/Blue dump — the importer checks its fingerprint |
Every build/install command is safe to re-run; your saves live on the
phone and survive reinstalls.
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# Known differences from the original game
Only genuine remaining divergences live here: behavior that is still
**missing, wrong, or approximated for convenience** and would need more
work for true parity. Faithfully-ported behavior is documented in
docs/behavior-porting-notes.md; deliberate additions beyond the original
are in docs/new-features.md.
## Reimplemented unused Prof. Oak and Rocket Chief battles
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
both battles are unreachable in the real game. This project makes them
fightable after the Hall of Fame:
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
is set, using `ProfOakData`'s three starter-matched teams (the team is
picked by the type that counters your starter, mirroring the rival).
- The Celadon Game Corner Chief battles you in his house post-game.
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
reconstructed party.
This is an intentional divergence: neither battle can be triggered in the
original game.
## Reimplemented unused Silph Co. card-key doors
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
door block at those coordinates, so the card key check is dead code in
the original game. This project stamps the closed door block (`$54`/`$5f`
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
map load, and swaps it for the open block once that door's
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
Rocket grunt, as in the original's unused design).
This is an intentional divergence: the doors are not visible or
functional in the original game. The door layout lives in
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
it straight through on ROM import.
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# Launcher
The launcher is `src/import/RomImporter.lua`, the first-run / title screen
that runs before `Game:load`. Besides ROM import (see the file's own header)
it hosts a tabbed shell covering per-game save slots and a mod manager. This
file documents the runtime model; the visual spec lives separately.
## Android multi-ROM import
On Android, `love.system.pickFile()` opens the Storage Access Framework
picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
`picked_rom.gb` in the app save directory. `RomImporter` then imports on
refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
to a version that is **not** yet ready counts as pending. A leftover
`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
After a successful import the consumed save-dir `.gb` is removed.
**Manual check (device/emulator):** import Red → switch to Blue → Choose →
system file picker must appear (not a silent Red re-extract) → pick Blue →
Blue becomes ready beside Red.
## Tab structure
`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
Play button, and the SAVE SLOT card in a responsive two-column grid (see
Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
centered pill in a reserved band just above the footer, on every tab. That
position is unchanged by this redesign, so `docs/updater.md` needed no edits.
## Save slot model
All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
abstraction (`persistFs`) every other save/options call uses, so portable
mode (an `io.*` filesystem used when `portable.txt` marks the install)
keeps working unchanged.
- **Files.** A version's playthroughs live under `saves/<version>/`, one file
per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
`slot%d+`; `createSlot` allocates one past the highest existing number so a
reused id can never collide with a lingering file.
- **Registry.** The ordered slot list and which one is active persist in
`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
- **Active slot resolution.** `saveNames(version)`, the function every
existing caller (`TitleState` hasSave/load/save, recovery order) already
goes through, now resolves the *active* slot instead of a fixed flat name.
Resolved once per version per process (`ensureVersionSlots`, cached in
`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
legacy migration may create one; otherwise the flat legacy path is used
(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
- **Legacy migration.** One-time per version, lazy on first
`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
file exists and no `saves/<version>/` registry does, its main + `.bak` are
copied into `saves/<version>/slot1.lua(.bak)`, verified readable
(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
originals removed and `slot1` registered as active. A copy that fails to
verify leaves the originals in place; migration never loses data.
The launcher-facing API:
- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
every registered slot. `name` is the save's player name, or `nil` for an
empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
title screen's `ContinueInfo` shows) or `nil`. The pure part,
`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
it as active, and updates the process cache so the very next save/load
lands there. The launcher calls this the moment a slot row is clicked
(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
- `SaveData.createSlot(version)` -> new slot id, registered but with **no
save file written**. An empty slot means the title screen offers NEW GAME
only, which needs no further changes.
## Launcher mod manager
`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
before `Game:load`, so **it never loads a mod's entry chunk**; only
`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
`Loader:_discover` finds mods without running them. The real loader
(`src/mods/Loader.lua`) still owns the actual load at boot.
- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
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).
- `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
(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
shows without waiting for a reload.
- `LauncherMods.installZip(path)` mounts the archive with
`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
the zip root, or inside one top-level folder), validates its manifest, and
copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
duplicate of an already-installed mod id, and accepts either an external
path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
temp first (mount only reaches save-dir-relative paths), the same way
`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
back, and every path unmounts and clears the staged temp file.
## Import / Export save
The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
through `src/import/SaveFileIO.lua`, which sits on top of
`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
- **Import save** is live once the game's ROM is imported (playable). It opens
a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
The meta stamp is re-stamped off `gen1_import` to the current numeric format
so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
panel is refreshed with the new slot selected.
- **Export save** is live only when the active slot actually holds a save
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
(`love.filesystem.createDirectory("exports")`). It returns the absolute path
(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
currently active game tab; when a non-game tab (mods, or the locked yellow
placeholder) is showing it defaults to red, the always-present first game
(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
nothing to export, ROM not imported yet) surfaces as a red notice line on the
card. Nothing raises and nothing silently no-ops.
`SaveFileIO` is love-free enough to unit-test through the same in-memory
filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
## Responsiveness
Every measurement derives from `love.graphics.getDimensions()` each frame
plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
column, slot card below Play, when the window is too narrow for both
`~300 * s`-wide columns. The save-slot list and the mod list both scroll
(wheel, or drag on touch/desktop) clamped to their own content extent,
recomputed every draw. The tab bar labels only the active chip so it stays
narrow-safe, and content caps out at `~1440 * s` wide, centered.

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